Bard
Base Class: Bard

You have rediscovered an ancient art performed in an ancient known as Skyrim. This ancient art uses the power of special words to channel ones magic into powerful Shouts, or "Thu'ums". To learn this special magic, you must ponder ancient texts, or find one of the few living masters of the Way of the Voice, known as "the Greybeards". In all the texts that you can find, it states that those in the past who have truely mastered the Way of the Voice were powerful worries who could defeat even dragons with their masterful use of this ancient art. You will one day become one of these great warriors. But for now, you must practice.

Way of the Voice

When you pick this subclass at 3rd Level, pick two Shout from the Shout list that you meet the prerequisites for. Each Thu'um has three words of power assosiated with it. For each word you want to use when activating a Shout, you must spend one use of your Bardic Inspiration. (For Example. To get the Full Effects of Unrelenting force, you must spend three of your Inspiration Dice. To use a shout, you must use the words in order). Each word that you use with a shout adds on to the effect of the previous word, creating the full power of the Shout. Your Shout Saving DC is equal to 10 + Your Charisma Modifier + Your Proficiency Bonus. Your Shout Attack Modifier is equal to Your Charisma Modifier + Your Proficiency Bonus.

Shout List

Dismay - FAAS RU MAAR

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

FAAS - As an action, you can use your voice to frighten those around you. Roll your Bardic Inspiration dice for each use spent to activate this Shout. The total is how many hit points of creatures this Shout can affect. Creature within 20ft of you become frightened of you for 1 minute.

RU - Roll twice the number of dice instead.

MAAR - Any creature affected by this Shout must use their reaction to use all of their movement speed to run away from you. A creature running this way will not run into danger or harm.

Dragon Aspect - MUL QAH DIIV

"Take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts"

MUL -  As an action, you can use your voice to empower yourself, taking on a more draconic form. You gain a bonus to your AC equal to your Charisma Modifier for 1 minute.

QAH -  You gain a bonus to all saving throws equal to your Charisma Modifer for 1 minute.

DIIV - You gain a damage bonus to all damage rolls equal to your Charisma Modifier for 1 minute.

Drain Vitality - GAAN LAH HAAS

"Coax both magical and mortal energies from your hapless opponent."

GAAN - As an action, you can use your voice to drain the life force out of those around you. Make a ranged spell attack on one target creature within 30ft of you. On a hit, you deal necrotic damage equal to the number of Bardic Inspiration Dice spent to activate this shout and you gain hit points equal to half the damage dealt this way (rounded down).

LAH - You regain hit points equal to three-quarters of the damage dealt with this shout instead of half. In addition, you can target one additional creature within range.

HAAS - You regain hit points equal to the damage dealt with this shout instead of half. In addition, you can target one additional creature within range.

Elemental Fury - SU GRAH DUN

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

SU - You can activate this Shout as a bonus action on your turn. You can immediately take the Dash, Disengage, [Tooltip Not Found] or Attack .

GRAH - In addition, you can take one of the actions that you didn't take already with this shout.

DUN - In addition, you can take one of the actions that you didn't take already with this shout.

Fire Breath - YOL TOOR SHUL

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

YOL - As an action, you can use the power of your voice to mimic the mighty dragons of old and breath out mighty fire. You breath out a giant mass of Fire within a 20ft cone. All creatures in the cone must make a Dexterity Saving Throw. On a failed save, the creature takes fire damage equal to twice the amount of Bardic Inspiration Dice spent to activate this shout. On a successful save, they take half as much damage.

TOOR - You deal additional fire damage equal to your Charisma modifier.

SHUL - This Shout ignores resistances to fire damage and treats immunity as resistance.

Frost Breath - FO KRAH DIIN

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

FO - As an action, you can use the power of your voice to breath out a chilling breath of cold air within a 20ft cone. All creatures in the cone must make a Constitution Saving Throw. On a failed save the creature takes cold damage equal to the number of Bardic Inspiration Dice spent to activate this shout. On a successful save, they take half as much damage.

KRAH - Any creatures that fail their saving throw against this shout must spend move as if in difficult terrain until the end of their next turn.

DIIN - Any creatures that fail their saving throw against this shout cannot take reactions until the beginning of their next turn.

Ice Form - IIZ SLEN NUS

"Your Thu'um freezes an opponent solid."

IIZ - As an action, you can use your voice to harness the power of the cold in a more elegant way. You can freeze target creature within 5ft of you solid, stunning them for 1 round.

SLEN - You stun them for 2 rounds instead. In addition, the range of this Shout is now 10ft.

NUS - You stun them for 3 rounds instead. In addition, the range of this Shout is now 15ft.

Kyne's Peace - KAAN DREM OV

"The Voice soothes wild beasts, who lose their desire to fight or flee."

KAAN - As an action, Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for 24 hours. 

DREM - You can choose one additional beast for each Bardic Inspiration you spent past the first. 

OV - For each beast you target, you can roll one of your Bardic Inspiration Die. Your Shout Save DC gains a bonus equal to the half of the result, rounded down. (e.g. You target two bears with Kyne's Peace with a DC of 15. For each bear you roll a d8. One result was a 2 and the other is a 7. That means for the first bear it has to beat a DC of 16, while the second bear has to beat a DC of 18)

Marked for Death - KRII LUN AUS

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

KRII - As an action, you curse one creature within 10ft of you for 1 minute. At the beginning of each of that creatures turns, roll the number of dice spent to activate this shout. They take necrotic damage equal to the result.

LUN - For each Bardic Inspiration spent past the first, you can target one additional creature.

AUS - As an action on your turn, roll the number of dice spent to activate this shout. All creatures cursed by this shout take necrotic damage equal to the result.

Slow Time - TIID KLO UL

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

TIID - As an action, you can slow time down causing adverse affects on everything. While this shout is active, no creatures can take reactions. This shout's effects last for a number of rounds equal to the amount of Bardic Inspiration used to activate it.

KLO - No creatures, apart from you, can take bonus actions on their turns. In addition, their movement speed is halved.

UL - While this Shout is active, you can take an extra turn on initiative count 0.

Storm Calling - STRUN BAH QO

"A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim's lightning"

STRUN - As an action, you can call down lightning from the sky, causing heavy rainfall and striking those around you. Every creature within 20ft of you must make a Dexterity Saving Throw. On a failed save, the take damage equal to the result of the Bardic Inspiration Dice used to activate this shout. On a successful save, they take half as much damage.

BAH - You gain a bonus to your damage dealt by this Shout equal to your Charisma Modifier.

QO - Any time a creature takes damage from this shout, the lightning bounces to another creature of your choice within 5ft of that creatures. That creatures takes half of the damage the original creature took, rounded down. (This bouncing continues until the damage is reduced to zero). The damage dealt by this effect cannot be increased in anyway (excluding vulnerabilities).

Unrelenting Force - FUS RO DAH

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

FUS - As an action, you channel your magic into one concentrated shout, bursting outwards as a wall of force, pushing all creatures in a 10ft cone backwards by 10ft for each use of Bardic Inspiration spent to activate this shout.

RO - All creatures affected by this shout are pushed by an additional 10ft.

DAH - All creatures affected by this shout are pushed an additional 10ft. In addition, they must make a Constitution Saving Throw. On a failed save, they are stunned for 1 round.

Whirlwind Sprint - WULD NAH KEST

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

WULD - As an action, your movement is doubled until the end of your next turn.

NAH - Your movement speed is tripled instead.

KEST - Your movement speed is quadrupled instead.

Aura Whisper - LAAS YAH NIR

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

LAAS - As a bonus action, you learn the location of all creatures with 30ft of you and you know their location until the end of your next turn.

YAH - You also learn their type (Undead, Fey, Humanoid, etc) and their alignment. 

NIR - You also learn their disposition towards you (Friendly, Neutral, Dangerous). In addition, you gain advantage on any attack rolls made against a creature that you have detected with this Shout.

Become Ethereal - FEIM ZII GRON

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

FEIM - As an action, you can use the power of your voice to become ghostly for 1 minute, gaining resistance to nonmagical bludgeoning, slashing and piercing damage. If you take any actions that cause damage to creatures or objects, the Shout effect ends early.

ZII - You gain resistance to all nonmagical damage.

GRON - You gain immunity to all nonmagical damage.

Disarm - ZUUN HAL VIIK

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

ZUUN - As an action, you can use your voice to force one creature within range to make a Strength Saving Throw. On a failed save, that creature drops any weapons it is currently wielding onto the ground within 5ft of them.

HAL - The targeted creature has disadvantage on the saving throw.

VIIK - The targeted creature automatically fails the saving throw.

Vocal Training

Starting at 6th Level, when you use your Bardic Inspiration to activate a Shout, the cost to activate that Shout is reduced by one (E.g. If you would activate all three words of power of the Shout Thus Ro Dah, you can spend two of your Bardic Inspiration instead of three). Once you have used this feature, you cannot use it again until you finish a long rest.

The Knowledge of the Greybeards.

Starting at 14th Level, you have finally mastered the Way of the Voice and have learned the secrets of the original teachers, the Greybeards. Whenever you would roll initiative, if you have no remaining uses of Bardic Inspiration, you recover two uses. However, they can only be used to activate Shouts.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes