Base Class: Barbarian
You have become infused with the ancient draconic language, allowing you to harness words of power. You can channel your rage into powerful shouts for various magical effects.
Shouts
Starting at third level you have learned to channel your rage into powerful shouts. You gain two Shout options of your choice from the list below. Shouts have different ‘levels’ that determine the cooldown it imposes on your ability to use another Shout, and all shouts have augmented effects when cast at higher levels. Unless otherwise specified, a Shout requires you to be raging. You can concentrate on Shout even while raging and cannot concentrate on a Shout if you are not raging.
1st Level: No cooldown
2nd Level: 1 minute
3rd Level: until your next short rest
During a cooldown period, you are unable to cast any Shout, however you can still maintain concentration on one.
Refer to the Shout to determine the maximum number of times you can cast each level of Shout based on your barbarian level. Taking a long rest resets your Shout limits.
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Barbarian Level |
1st Level |
2nd Level |
3rd Level |
|
3rd |
1 |
- |
- |
|
6th |
2 |
1 |
- |
|
10th |
3 |
2 |
- |
|
14th |
3 |
2 |
1 |
|
18th |
4 |
3 |
1 |
Shout Save DC = 8 + your proficiency bonus + your Charisma modifier
Shout Attack Bonus = Your proficiency bonus + your Charisma modifier
Learn a new Shout for free at levels 6, 10, and 14.
Aura Whisper
(Life, Seek, Hunt)
Casting Time: 1 action Range: 60ft/120ft/1mi
Duration: 1/6/24hrs
1st Level:
All living creatures within 60ft of you become highlighted to your vision, even through walls. A creature who is invisible or on the ethereal plane when you cast this Shout must succeed on an Intelligence saving throw or also become highlighted by this effect.
2nd Level:
Increase the range to 120ft, the duration to 6hrs, and magically hidden enemies automatically fail their saving throw if the effect granting their invisibility is from the equivalent of a 5th level spell or lower. In addition, for the duration of the Shout you can use a bonus action on your turn to cause the highlighting effect to manifest for any creatures in range that you choose. This effect also forces a magically hidden creature to attempt another saving throw
3rd Level:
Increase the range to 1 mile, the duration to 24 hrs, and the Shout now strips all targets of magical invisibility. You can designate any number of creatures to not be stripped of their invisibility. As a bonus action, you can designate any number of creatures to be revealed to any other creatures in range you choose. Only a Wish spell or an Invisibility spell cast at 9th level can remain hidden from the effects of this Shout.
Battle Fury
(Loyal, Valor, Inspire)
Casting Time: 1 action Range: 30ft
Duration: 1 minute ©
1st Level:
While the Shout is in effect, each ally you choose within 30ft of you gains a bonus to their next attack before the end of your next turn equal to twice your charisma modifier and a bonus to damage equal to your charisma modifier.
2nd Level:
As above but reduce the casting time to a single bonus action and increase the range to 60ft. In addition, an enemy adjacent to a creature still under the effect of this Shout that uses the disengage action must also use their bonus action to not provoke an opportunity attack from that creature. Increase the number of attacks affected by this Shout to 2.
3rd Level:
Increase the number of attacks to 3 and the duration to ‘before the end of the current combat’.
Become Ethereal
(Fade, Spirit, Bind)
Casting Time: 1 minute Range: 30ft
Duration: 4 hours ©
1st Level:
You and up to 5 other willing creatures become ethereal for the duration. While ethereal you cannot attack or use any other action besides the dash action. You are resistant to all damage except force damage, and your speed increases by 15ft. Using any action other than a dash action causes you to become corporeal once again, losing all effects of the Shout. If the caster becomes corporeal, concentration on the spell is lost. You can cast and concentrate on this Shout even while you are not raging.
2nd Level:
Gain a flying speed of 60 ft.
3rd Level:
All creatures affected by this Shout are also invisible to creatures not affected by the Shout. Also, this Shout can target any number of creatures within 30ft. Creatures affected by this Shout are immune to all damage except force damage, which they are resistant to. Increase the flying speed to 240ft and the duration to 8 hours ©.
Bend Will
(Earth, Mind, Dragon)
Casting Time: 1 action Range: 30ft
Duration: 1 hour © WIS Save
This Shout cannot be cast at 1st level.
2nd Level:
A number of creatures you can see whose current HP total is less than or equal to your Barbarian level + your charisma modifier times 10 must succeed on a wisdom saving throw against your Shout DC or be dominated by you for the duration. The creature can repeat the saving throw when it takes damage from an attack or from a failed saving throw. A creature dominated by this Shout must spend their turn attacking your enemy that is nearest to them. If there are no enemies within sight the dominated condition immediately ends. Multiply the total amount of HP you can affect with this Shouts by 2 if you target a dragon with it.
3rd Level:
As above, but other enemies dominated by this Shout are valid targets by dominated creatures if there are no undominated enemies they can see. Also increase the total HP you can affect to be your Barbarian level + your charisma modifier times 15.
Call of Valor
(Hero, Champion, Legend)
Casting Time: 1 action Range: 15ft
Duration: 1 minute ©
(When you choose to learn this Shout, be sure to confer with your Dungeon Master to create some number of valid player characters to embody the statistics of the warriors summoned by this Shout. Valid character classes for Call of Valor are Fighter, Ranger, and Barbarian. The spirits summoned by this Shout can have any combination of levels from these classes, but cannot exceed the level limit of the Shout. At the DM’s discretion, this Shout may also be used to summon the spirits of fallen comrades to lend you aid, letting you use past PCs)
1st Level:
You call upon the spirit of a legendary warrior to aid you in battle. The spirit might be an ancient Dragon Soul, or a renowned hero of folklore. The spirit considers you and your allies to be their own allies, and will gladly fight alongside you. At the DM’s discretion, the spirit might resist the call if it finds you or the task you ask of it unworthy, based on the particular legend or morals of the spirit. At 1st level this Shout can summon a single Level 5 champion.
2nd Level:
Increase the duration to 10 minutes © and increase the maximum level to 10. The Shout can now summon either 1 level 10 champion, or 2 level 5 champions.
3rd Level:
Increase the duration to 1 hour ©. You can now summon at total of 30 levels worth of champions, however the max level of a single champion is level 15. Alternatively, you can summon a single champion at level 20 for the duration.
Cyclone
(Wind, Unleash, Strike)
Casting Time: 1 action Range: 10ft radius cylinder/60ft
Duration: 1 minute © CON save
1st Level:
Any creature that starts its turn inside the area must succeed on a constitution save or be pushed to the outside of the area, knocked prone, and take 1d10+your strength modifier bludgeoning damage. A creature that succeeds on its save can move through the affected area, which is considered difficult terrain. You are not affected by this Shout.
2nd Level:
Increase the radius of the cylinder by 5ft. Any creature within the first 5ft of the radius that fails their save is instead lifted 25ft into the air for the duration. While held aloft, the affected creature takes 1d6+your strength modifier bludgeoning damage at the start of each of their turns. The creature is considered restrained. The creature can attempt to save against the Shout again at the end of their turn, falling outside of the area and falling as normal.
3rd Level:
Increase the radius by another 10 ft (total of 25ft). Increase the inner radius of the cyclone by another 5ft (total of 10ft) Increase the bludgeoning damage of the outer area to 3d10+your strength modifier (half as much on a successful save). Increase the bludgeoning damage of creatures held aloft to 2d6+your strength modifier. Increase the height creatures are held aloft to 50 ft.
Dismay
(Fear, Run, Terror)
Casting Time: 1 bonus action Range: 60ft
Duration: Instantaneous WIS save
1st Level:
Creatures you designate within range must succeed on a wisdom saving throw or become frightened of you for as long as you are within eyeshot or earshot of you. A creature can repeat this saving throw at the end of any turn where they cannot see or hear you.
2nd Level:
Creatures that fail their save must also use their reaction to move their speed away from you. In addition, you also have advantage on all attacks and Charisma (Intimidate) checks against a creature affected by this Shouts.
3rd Level:
Add your proficiency bonus again to the save DC for this Shouts. As part of the action used to cast this Shouts you can also make a Charisma (Intimidate) check to force enemies to surrender. Any enemy that failed their save must roll a new wisdom saving throw and add 10 to the roll. If they fail the new save they immediately surrender and must save against the frightened condition before they can take hostile action towards you again.
Drain Vitality
(Stamina, Magicka, Health)
Casting Time: 1 action Range: 30ft
Duration: Instantaneous
1st Level:
When you cast this Shout, choose up to two creatures in range that can hear you to suffer one of these effects. Each creature can suffer a different effect, but only one can be applied to each.
-Stamina Drain: The target immediately suffers one level of exhaustion. This effect cannot cause the target to suffer more than 2nd level exhaustion. Exhaustion caused by this Shout is restored by a short rest.
-Magicka Drain: The target must make a Constitution saving throw or lose concentration on any spells or abilities.
-Health Drain: The must make a Constitution saving throw or take 2d10 necrotic damage.
2nd Level:
Increase the number of creatures affected by this Shout to four. Increase the severity of the draining effects.
-Stamina Drain: A single target can be hit by 2 stamina drains, suffering 2 levels of exhaustion. (Hitting the same target twice still uses up an additional Shout target). This effect cannot cause the target to suffer more than 3rd level exhaustion. Exhaustion caused by this Shout is restored by a short rest.
-Magicka Drain: As first level, and the target also loses 3 levels worth of unspent spell slots. If the target does not have a spellcasting feature, this Shout has no effect. If the target has the Innate Spellcasting feature, it instead loses 3 uses of any of its abilities. If the target has no more unspent spell slots or Innate Spellcasting uses, it takes 1d10 necrotic damage per spell slot/use destroyed by this Shout. This damage cannot be reduced or prevented in any way.
-Health Drain: Increase the damage to 3d10 necrotic. Creatures now take half damage on a successful save, and you heal for half of the damage dealt by this Shout, up to 20 hp restored.
3rd Level:
Increase the number of targets of this Shout to 8
-Stamina Drain: A single target can be hit by 3 stamina drains. This effect cannot cause the target to suffer more than 4th level exhaustion. Exhaustion caused by this Shout is fully restored by a long rest.
-Magicka Drain: Increase the number of spell slots/innate spell usage to 5. Increase the damage to 2d10 necrotic per slot/use.
-Health Drain: Increase the damage to 4d10 necrotic, and the maximum healing to 50 hp.
Elemental Fury
(Air, Battle, Grace)
Casting Time: 1 action Range: self
Duration: 1 minute ©
1st Level:
Your body becomes a whirlwind of speed as you attack. Whenever you take the attack action you can make an additional attack as part of that action. In addition, your speed increases by 10ft for the duration. You are considered to have a running start for all Strength (Athletics) checks made to jump, and gain a +5 bonus to such checks.
2nd Level:
As above, and whenever you take the attack action and score a hit, you can take the disengage action for free. Your speed increases by an additional 10ft. Your bonus to jump checks increases by +5.
3rd Level:
As above, and you can take an additional attack with an attack action, and your speed increases by another 30ft (+50 total). Your bonus to jump checks increases by +15 (+25 total).
Fire Breath
(Fire, Inferno, Sun)
Casting Time: 1 action Range 15/30/45ft cone
Duration: Instantaneous DEX Save
1st Level:
Any creature in the area must succeed on a dexterity saving throw or take 3d6+your constitution modifier Fire damage, and half as much on a successful save.
2nd Level:
Increase the area to a 30ft cone, increase the damage to 6d6+your constitution modifier fire damage, and half as much on a successful save. You can choose to reduce the damage by 2d6 to cast this Shout as a reaction in place of an opportunity attack, or bonus action.
3rd Level:
Increase the area to a 45 ft cone, increase the damage to 12d6+your constitution modifier fire damage, and half as much on a successful save. You can choose to reduce the damage by 2d6 to cast this Shout as a reaction in place of an opportunity attack, or bonus.
Frost Breath
(Frost, Cold, Freeze)
Casting Time: 1 action Range 15/30/45ft cone
Duration: Instantaneous CON Save
1st Level:
Any creature in the area must succeed on a constitution saving throw or take 1d6+your constitution modifier cold damage and have their speed reduced to 0 until the end of their next turn. Creatures that successfully save instead take half damage.
2nd Level:
Increase the area to a 30ft cone, increase the damage to 3d6+your constitution modifier cold damage. A creature that fails their saving throw is restrained until they succeed on a Strength (Athletics) check against the save DC for this Shout, fail said check 3 times, or if they take at least 15 points of fire damage. While restrained by this Shout, the creature is resistant to fire damage (the damage is still calculated fully for the purposes of removing this condition). Creatures that successfully save instead take half damage and have their speed reduced by half on their next turn.
3rd Level:
Increase the area to a 45 ft cone, increase the damage to 8d6+your constitution modifier cold damage. A creature that fails their saving throw is frozen until they are freed, or they melt sufficiently. A frozen creature is considered petrified. A frozen creature is unfrozen when they are hit by a spell or attack and instead become restrained (as the condition of the Shout cast at 2nd level). If a frozen creature takes at least 30 points of fire damage, the frozen condition is ended completely. The creature is immune to fire damage while frozen (any extra fire damage over 30 will affect the creature normally. Creatures that successfully save instead take half damage and are restrained (as the condition of the Shout cast at 2nd level).
Marked for Death
(Kill, Leech, Suffer)
Casting Time: 1 action Range: 30ft
Duration: 1 hour ©
1st Level:
You mark a creature within 30ft of you for death. Whenever you hit the creature with an attack deal 1d8 extra damage to it, this damage cannot be reduced in any way. You lose concentration on this Shout if you go more than one round without attacking or being within 5 feet of the target.
2nd Level:
Increase the extra damage to 2d8. Allies that are flanking the target with you gain the 1st level benefit of this Shout. A creature that becomes invisible while under the effect of this Shout must make a Dexterity (Stealth) check against your Shout save DC + your wisdom modifier, remaining visible (and losing whatever spell or effect granted the invisibility) on a failed check.
3rd Level:
Increase the extra damage to 3d8. Any creature who deals extra damage as a result of this Shout gains temporary HP equal to the amount of extra damage dealt.
Slow Time
(Time, Sand, Eternity)
Casting Time: 1 bonus action Range: self
Duration: Instantaneous
1st Level:
Immediately gain an extra action this turn. You cannot use this action to cast a Shout, even your signature one.
2nd Level:
Roll initiative. On that initiative count you gain an extra full turn. After that turn is completed, remove it from the initiative order. You cannot use this turn to cast a Shout, even your signature one.
3rd Level:
The spell duration becomes 1 minute © and you can keep taking the extra turn on its initiative count for the duration. You can cast another Shout, but doing so ends your concentration on Tiid Klo Ul even if the new Shout isn’t concentration.
Storm Call
(Storm, Wrath, Lightning)
Casting Time: 1 action Range: 100ft
Duration: Instantaneous/1 minute ©/1 hour ©
1st Level:
You immediately summon a lightning bolt to strike a creature you choose in range. That creature and any creature within 5ft of it must make a Dexterity saving throw or take 3d10 lightning damage, half damage on a successful save.
2nd Level:
The duration becomes 1 minute ©, and you can now use a bonus action on your turn after the first to cause another lightning bolt to strike a target within range.
3rd Level:
Increase the duration to 1 hour ©, the damage to 5d10 lightning, and roll a d20. On the initiative count of the d20 roll, two bolts of lightning strike random enemies within range.
Unrelenting Force
(Force, Balance, Push)
Casting Time: 1 action Range: 15/30/45 ft cone Dmg: 2/5/8d6+Con bludg.
Duration: Instantaneous CON Save
1st Level:
A creature that fails their save is pushed back 15ft, knocked prone, and takes 2d6+your Constitution modifier bludgeoning damage. A creature that succeeds is still pushed 5ft but is not knocked prone and doesn’t take any damage.
2nd Level:
As above, but increase the push to 30ft on a failed save and 10ft on a successful one, and increase the damage by 3d6. In addition, on a successful save the creature takes 3d6 bludgeoning damage.
3rd Level:
As 2nd level but increase the push to 60 ft on a failed save and 20ft on a successful one, and increase the damage by an additional 3d6. A creature who succeeds on the save takes half damage.
Dragon Soul
Starting at 3rd level you are able to channel the energy of dragon souls to power your abilities.
Whenever you participate in the defeat of a dragon, you can spend a short rest immediately after its death to absorb its soul. Souls can be spent in two ways. You can use 2 collected souls to learn a new Shout, and as an action you can expend a dragon soul to regain a quarter of your hitpoints (rounded down). You can also use 1 collected soul to swap out any number of your learned Shouts for different ones. Stronger dragons give more power than others. Gain 1 soul from the defeat of a Young Dragon, 2 souls from an Adult Dragon, and 3 souls from an Ancient Dragon. Wyrmlings have not yet accumulated enough draconic power to siphon their energy and grant no souls. Carrying around dragon souls has other effects. Any dragon can sense your presence while you are within 1 mile of it or its lair per soul you have stored. It does not know your location, only that you are nearby (and are Dragon Soul). Any dragon that can see you while you carry dragon souls immediately recognize you as a Dragon Soul.
Dragon Hunter
You draw your power from the ancient draconic way of the Voice. You wield supernatural power against these creatures. Starting at 6th level, you gain the following benefits.
-You can sense the presence of living dragons nearby. You are always aware if you are within 1 mile of a living dragon, and you can determine if any creature is a dragon in disguise (such as the effects of a polymorph or alter self spell) unless the dragon succeeds on a Charisma (Deception) check against your Wisdom (Insight) check, you gain a +10 bonus to your insight for this purpose. You do not automatically know the location or direction of the dragon.
-You gain advantage on Wisdom saving throws against being frightened by a dragon’s Dragon Fear effect.
-Gain proficiency in Charisma (Intimidate) if you are not proficient already.
Dragonfoe
The more powerful you grow in the Voice, the more familiar you are with its use. Starting at 10th level you gain the following benefits.
-You can hear the rumblings of the ancient draconic language that dragons use to intone their abilities. You have advantage on all saving throws you make to resist the effects of a dragon’s breath weapon or enemy Shout so long as you can hear the source. In addition, you take only half damage on a failed save, and no damage on a successful one.
-You can read, write, and speak Draconic. You can also hear and understand the ancient draconic language, although you can only speak it through Shouts.
-Dragons have disadvantage on saving throws against your Shouts.
-Taking a short rest refreshes the number of 1st level Shouts you can cast, but not 2nd or 3rd level Shout.
Signature Shout
Your soul has become comfortable with the intonations of the ancient draconic language. At 14th level, pick one Shout you know. You gain the following benefits with that Shout.
-You can cast the Shout at 1st level without counting toward your limit a number of times equal to half your charisma modifier rounded up (minimum 1) per long rest.
-When casting this Shout for free, you can choose to expend 1 or 2 dragon souls. When you do so you can cast the Shout at 2nd or 3rd level respectively instead of 1st. Empowering a Shout in this way also ignores any cooldown limitations. Once you empower a Shout in this way you cannot do so again until you have completed a short rest.
-You can add twice your proficiency modifier to a Charisma (Intimidate) check by intoning your voice with hints of the ancient draconic language.
-You can spend dragon souls to gain extra uses of the Voice. Gain an additional use per level per soul you spend. (Spending 1 soul grants you 1 additional use of a first level Shout per long rest) Extra uses gained this way last for 1 week, refreshing on long rests like normal. You can only have a number of extra uses of Shout levels equal to or less than your charisma modifier. (Example: A level 14 Dragon Soul Barbarian with a Charisma of 16(+3) can only have a combined total of +3 extra Shouts from dragon souls, 3 1st level Shouts, a 1st and 2nd level Shout, or a single 3rd level Shout)
Dragon Aspect
At 18th level you gain mastery over the Voice such that you can assume the shape of a dragon. Learn the Shout Dragon Aspect for free.
Dragon Aspect
(Strength, Armor, Wyrm)
Casting Time: 5 minutes Range: self
Duration: 8 hours
You cannot spend dragon souls to learn this Shout, but gain it for free at Barbarian level 18.
This Shout can only be cast at 3rd level, but does not impose the normal cooldown for a 3rd level Shout.
3rd Level:
You assume the form of any metallic or chromatic adult dragon for the duration, following the same rules as detailed in the Polymorph spell with some exceptions. You can continue to use Shouts while in dragon form, the duration is 8 hours instead of 1. You cannot use any legendary or lair actions associated with the dragon form. You may spend dragon souls when you cast this Shout. Reduce the casting time by 1 minute for each soul spent (minimum of 1 action to cast when using 5 souls)
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Posted Jul 7, 2018Needs list of shouts