Base Class: Fighter
A Skyrim based subclass to add some shouts into my dnd world. Not perfectly balanced, but i will update it once i test it.
Level 3: Tongue of the Dragon
When you take this subclass at 3rd level you learn 2 'Words of Power' These words can be used in and out of combat in the form of 'Shouts' to suit the wielders needs.
You gain Thu'um Points equal to your fighter level + your wisdom modifier (Min 4). Your Thu'um Save is equal to 8 + Prof + Wisdom Modifier.
You also gain a Breath-Weapon attack which you can use as though you were a dragonborn for 1 Thu'um point, you select which breath weapon upon selecting this subclass, this can be changed upon finishing a long rest
Any levels which the player gains an ASI they can learn 1 additional Word of Power, whenever new word in a shout is learned any previous words must also be unlocked.
Shouts only grow in power as you add more 'Words of Power' and as such the required time and Thu'um points to use shouts is dependent on how many words are used.
1 Word: Bonus Action + 1 Thu'um point.
2 Words: Action + 3 Thu'um points.
3 Words: Action + 5 Thu'um points.
Level 3: Words of Power
Become Ethereal: Tear yourself from the Material plane into the Ethereal, while in this state become immune to all damage except psychic for the duration. You cannot attack or complete the casting of a spell during this time, but spells which take longer to cast can begin being cast in this state. The duration begins at the end of the turn which the shout is used.
Feim: 2 Rounds
Zii: 3 Rounds
Gron: 5 Rounds
Clear Skies: For the duration the effects of weather in a 150ft radius will cease.
Lok: 1 Minute
Vah: 10 Minutes
Koor: 1 Hour
Disarm: All targets within the effect area of the shout will be compelled to drop their weapons and their ability to make attacks will be reduced.
Zun: 15ft Cone, Wis Save, target has Disadvantage on attack rolls until the end of their next turn.
Hal: 20ft Cone, Wis Save, target has Disadvantage on attack rolls until the end of their next turn. Humanoid targets under 30 HP will fail automatically
Viik: 30ft Cone, Wis Save, target has Disadvantage on attack rolls until the end of their next turn. Humanoid targets under 70 HP will fail automatically
Elemental Fury: A weapon you are touching becomes +2, as part of an attack action 1 additional strike can be made regardless of how many strikes the wielder can make. This duration starts at the beginning of the round the shout is used.
Su: 2 Rounds
Grah: 3 Rounds
Dun: 5 Rounds, the weapon can make 2 additional strikes instead of 1.
Ice Form: The targets of the Shout must make a Con Save or become frozen, The targets will be considered petrified for the duration and will be freed early if any damage except cold or psychic is taken. Targets are also vulnerable to Fire damage while Frozen.
Liz: 10ft Cone, 2 Rounds
Slen: 15ft Cone, 3 Rounds
Nus: 20ft Cone, 5 Rounds, The targets also takes 3d8 Cold damage and will become vulnerable for 1 minute after the effect ends.
Unrelenting Force: All targets in the area must make a strength save or they are thrown with the power of your voice. Targets also take thunder damage, and half as much if they succeed their saving throw.
Fus: 30ft Cone, 10ft Knockback, 1d10 Thunder Damage
Ro: 40ft Cone, 10ft Knockback, 3d10 Thunder Damage
Dah: 60ft Cone, 30ft Knockback + Prone, 6d10 Thunder Damage
Whirlwind Sprint: The user dashes forward at an impossible speed, instantly crossing gaps and potentially knocking targets away at the risk of bodily harm. any distance covered will not provoke opportunity attacks.
Wuld: 40ft Dash, Colliding with a target will deal 2d12 Bludgeoning damage to the user and the target, any remaining movement will become knockback transferred to the target.
Nah: 60ft Dash, Colliding with a target will deal 4d12 Bludgeoning damage to the user and the target, any remaining movement will become knockback transferred to the target.
Kest: 90ft Dash, Colliding with a target will deal 6d12 Bludgeoning damage to any targets in their path and will not stop until they reach their destination( Warning This will cause you to take damage if you hit a wall or immovable object.)
Level 7: Sky Above
Whenever you Shout you gain an additional 15ft movement for the remainder of your turn and recover hitpoints equal to Prof x the Thu'um points used.
Level 10: Hall of Echoes
Whenever you shout a powerful blast originates from your voice, all creatures within 10ft must make a dex save or they are knocked prone and cannot take reactions until the start of their next turn.
You also learn 2 additional Words of Power
Level 15: Voice Within
You gain the ability to quicken your tongue, you can replace 1 attack as part of the attack action with a 1 word shout, without using a Thu'um point. You can also use 2 additional Thu'um points to make a 2/3 Word Shout as a bonus action.
Level 18: Dragon Aspect
You gain access to the Shout Dragon Aspect, which has compunding effects based on how many words are used. Effects Last for 1 Minute. This shout can only be used 1x/Long Rest
Mul: +2AC and add 1d10 to all melee attacks.
Qah: Gain 60ft fly speed
Diiv: All incoming attacks damage reduced by 5







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