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 Thu'um

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 a number of shouts equal to your Wisdom Modifier at 6th, 10th, and 14th level.

    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. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to use any spell slots to cast it.

    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, as shown in the Spells and Shout Points table.

​

SPELLS AND SHOUTS

Barbarian Level          Maximum Shouts for a Spell

5th-8th                            3                                                     

9th-12th                          4                                                   

13th-16th                        5                                                     

17th-20th                        6                                                   

 

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

Battle Thum save DC = 8 + your proficiency bonus + your Constitution modifier.

Dragon Shouts

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

​At 3rd level, you learn Unrelenting Force and one other shout of your choice listed below.

 

Clear Skies (Lok Vah Koor). 

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 1 mile of you.

 

Blinding Winds (Ven Fus Vokun)

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.

 

Unrelenting Force (Fus Ro Dah)

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

 

Whirlwind Sprint (Wuld Nah Kest)

You can use a bonus action to spend 1 shout to double your speed for one turn. While you are under these effects, any opportunity attacks against you are made with disadvantage.

 

Starting at 6th level, you can choose to learn two of the shouts listed below or from the previous list. You can now use 4 shouts each short or long rest.

 

Animal Allegiance (Raan Mir Tah)

You can spend 1 shout to cast the spell Animal Friendship.

 

Aura Whisper (Laas Yah Nir)

You can spend 1 shout to whisper a detection spell that allows you you sense the presence of life within 30 feet of you. The spell 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.

    The spell 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.

 

Disarm (Zun Haal Viik)

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.

 

Gale Winds (Ven Mul Riik)

You use one 1 shout to cast the alteration spell Gust of Wind.

 

Marked for Death (Krii Lun Aus)

You can spend 1 shout to cast the conjuration spell Hunter's Mark.

 

Starting at 10th level, you can choose to learn two of the shouts listed below or from the previous lists. You can now use 6 shouts each short or long rest.

 

Battle Fury (Mid Vur Shaan)

You can spend 3 shouts to cast the illusion spell Haste on yourself.

 

Call of Valor (Hun Kaal Zoor)

You can spend 1 shout to cast the illusion spell Heroism.

 

Cyclone (Ven Gar Nos)

You can spend 2 shouts to cast the alteration spell Dust Devil.

 

Ice Form (Iiz Slen Nus)

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.

 

Starting at 14th level, you can choose to learn two of the shouts listed below or from the previous lists. You can now use 8 shouts each short or long rest.

 

Breath

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 6d8 elemental damage on a failed save, and half as much on a successful one. Example shouts are: Fire Breath (Yol Toor Shul), Frost Breath (Fo Krah Diin).

 

Dismay (Faas Ru Maar)

You can spend 3 shouts to cast the illusion spell Fear.

 

Dragon Aspect (Mul Qah Diiv)

You can spend 6 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.

 

Storm Call (Strun Bah Qo)

You can spend 3 shouts to cast the destruction spell Call Lighting.

​

​

Animal Allegiance (Raan Mir Tah)

You can spend 1 shout to cast the spell Animal Friendship.

 

Aura Whisper (Laas Yah Nir)

You can spend 1 shout to whisper a detection spell that allows you you sense the presence of life within 30 feet of you. The spell 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.

    The spell 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 (Mid Vur Shaan)

You can spend 3 shouts to cast the illusion spell Haste on yourself.

 

Blinding Winds (Ven Fus Vokun)

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

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 6d8 elemental damage on a failed save, and half as much on a successful one. Example shouts are: Fire Breath (Yol Toor Shul), Frost Breath (Fo Krah Diin).

 

Call of Valor (Hun Kaal Zoor)

You can spend 1 shout to cast the illusion spell Heroism.

 

Clear Skies (Lok Vah Koor).

You can spend 1 shout point to use your voice to clear out all thick clouds, overcast sky, poisonous fog, or impeding haze, that is within 1 mile of you.

 

Cyclone (Ven Gar Nos)

You can spend 2 shouts to cast the alteration spell Dust Devil.

 

Disarm (Zun Haal Viik)

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 (Faas Ru Maar)

You can spend 3 shouts to cast the illusion spell Fear.

 

Dragon Aspect (Mul Qah Diiv)

You can spend 6 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 (Ven Mul Riik)

You use one 1 shout to cast the alteration spell Gust of Wind.

 

Ice Form (Iiz Slen Nus)

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 (Krii Lun Aus)

You can spend 1 shout to cast the conjuration spell Hunter's Mark.

 

Storm Call (Strun Bah Qo)

You can spend 3 shouts to cast the destruction spell Call Lighting.

 

Unrelenting Force (Fus Ro Dah)

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

 

Whirlwind Sprint (Wuld Nah Kest)

You can use a bonus action to spend 1 shout to double your speed for one turn. While you are under these effects, any opportunity attacks against you are made with disadvantage.

 

Dragon Tongue

Starting at 6th level, you gain a mastery with draconic words. You are now proficient in the dovahzul(Draconic) language. Additionally you now have the ability to meditate on new Words of Power that you find, and can learn new Words of Power from others who are proficient with them. Some shouts have level prerequisites and you will not be able to learn them unless you meet them.

Whenever you attempt to learn set of Words of Power you must commit them to memory by performing a 4 hour ritual once a day for 10 days, meditating on the meaning of the words. If the meditation is interrupted by combat, or action other than meditation it fails, and you must restart you meditation for the day to continue. Failing to meditate for a day loses all progress towards learning the shout. Once you complete this process the shout is permanently added to you skill set, as long as you meditate on the Words of Power for at least 1 hour every 30 days.

 

Frienzied 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 you have learned to master certain Words of Power, giving you empowered shouts, and resistances.

During a short or long rest, you can choose to perform a 4 hour meditation ritual where you focus one of the following Words of Power giving you the following benefit. This effect lasts until your next long rest.

  • Fus: When using the shout Unrelenting Force you now always cast Thunderwave at 5th level, and it costs no shout points to do so. You can still use shout points to further increase the spell level. Additionally you gain advantage on Strength Saving Throws.
  • Fo:  When using Frost Breath you now deal an additional 2d8 Cold Damage and it costs you 1 shout point instead of 3. Additionally you gain resistance to cold damage, if you already have that resistance, you gain immunity instead.
  • Yol: When using Fire Breath you now deal an additional 2d8 fire damage and it costs you 1 shout point instead of 3. Additionally you gain resistance to fire damage, if you already have that resistance, you gain immunity instead.
Fo Meditation

When using Frost Breath you now deal an additional 2d8 Cold Damage and it costs you 1 shout point instead of 3. Additionally you gain resistance to cold damage, if you already have that resistance, you gain immunity instead.

Fus Meditation

When using the shout Unrelenting Force you now always cast Thunderwave at 5th level, and it costs no shout points to do so. You can still use shout points to further increase the spell level. Additionally you gain advantage on Strength Saving Throws.

Yol Meditation

When using Fire Breath you now deal an additional 2d8 fire damage and it costs you 1 shout point instead of 3. Additionally you gain resistance to fire damage, if you already have that resistance, you gain immunity instead.

Comments

Posts Quoted:
Reply
Clear All Quotes