Base Class: Fighter
One who is an elite at using their own body, knowing how to move it, knowing how to keep it up on the battlefield, and one who knows how to use their mind, can find a way to enhance their own voice with that of a dragon, making themselves a force to be reckoned with. Enhancing the physical abilities of whoever earns the wisdom to learn this mysterious technique of the voice, along with granting them powers unlike anything else, powers known as the Thuum! Much akin to magic, but based within ones own voice and expression of it - Fighters who learn how to weave these arts are sure to be a fable in the time itself, and their actions will be sung by bards until the end of days.
The Thuum
When you gain this archetype at 3rd level, you learn how to use your voice in ways that you had never thought of before. Achieving this with great effort, you learn how to use your voice to create and use different abilities that originate from the voice of a dragon, mixed with your own.
You can learn 2 Thuum's listed at the bottom of the Way of the Voice, and you can gain an additional Thuum when you reach 5'th, 8'th, 11'th, 14'th, 17'th, and 20'th level. Whenever you level up, you can change out 1 of your Thuum's with another. Each Thuum has 3 words associated with them, and you know the first word for any Thuum you learn immediately, and you learn a second word at 9'th level, and the final and third word at 15'th level. Once you know more than one word of a Thuum, you can choose if you want to use 1, 2 or 3 words of the Thuum at a time.
Thuum Point. You start with 2 Thuum points, and you regain all expended Thuum Point's after a long rest. Whenever you use a Thuum, you have to expend 1 Thuum Point. You gain an additional Thuum point at 6'th, 9'th, 14'th, 17'th and 20'th level.
Thuum save DC = 8 + your proficiency modifier + your Charisma modifier
Echoing Voice
At 7th level, you're knowledge of the Thuum deepens, and so does the power and variety of your voice. You can choose to gain one of the following:
- One additional Thuum
- One additional Thuum Point
- One additional attack a turn, by expending a Thuum Point
Along with either of those, you gain the power to damage your foes with your voice alone. You can make an attack called ''Deepen Voice'', which can act as your Unarmed Strike if you so want to. The modifier for this is your Charisma, and deals 1d4 + your Charisma modifier in damage. To hit with it, you need to roll an attack roll, with your Charisma modifier.
Additionally, you can now expend 1 Thuum Point as a reaction, to release a shockwave that has a range of 60 ft. originating from you. This will cancel out any other Thuum used within range, or can even lessen the damage of any draconic creature's Breath Attack by 4d10.
Meditation of the Voice
At 10th level, you can use a whole minute on meditating while not in immediate danger, and when you finish it, you regain 1d4-1 Thuum Points (minimum of 1). This can only be used once every long rest. To finish this meditation, you have to succeed on a Charisma saving throw, with a DC that equals in your Thuum save DC.
Inner Peace of the Voice
At 15th level, you can choose to gain advantage on a saving throw against any condition effect caused by magical means, as a reaction. You can only use this feature once every long rest.
Additionally, for the next round after using this feature, you are surrounded by a layer of the Thuum itself, and you gain immunity to one damage type of your choice, except radiant, necrotic and psychic damage.
Master of the Voice
At 18th level, you attain the mastery of your voice, the Thuum. You can choose 1 Thuum, that become bound to your soul, and it will never require Thuum Points to be used.
Additionally, if you know the name of a dragon that is on the same Plane as you, you can call out its name into the open sky, and the dragon must make a Charisma saving throw against your Thuum save DC, or feel a needing to come talk with you, if they know they have a chance of coming over to you. This doesn't always work, and they will also not put themselves in harm's way.
The different Thuum's to master
The Thuum's are listed in alphabetical order.
Animal Allegiance
Raan - You can release a loud whistle-like shout as a bonus action, which will grant you advantage on all Animal Handling checks for 1 hour.
Mir - You can make one CR 1 or lower Beast, come to your aid, if you can see the creature. You will be able to control it for 1 minute.
Tah - You can make make an additional CR 1 or lower Beasts come to your aid, as long as you can see them, or as long as they are within the nearby area. You fully control both beasts for 1 minute.
Become Ethereal
Feim - As an action, you attain an ethereal shape after releasing a deep breath from the depths of your stomach, which will make you impervious to all damage, and even slightly see-through. You also become unable to deal any damage. Though any creatures that also can pass into the Ethereal Plane, will be able to attack you from inside the Ethereal Plane, while you cannot attack them. This lasts for 1 minute, or until you disable it.
Zil - As a bonus action, you can now attain the feature to just see into the Ethereal Plane if you so wish,
Gron - You can now also attack creatures inside the Ethereal Plane, while being in the Ethereal Plane yourself.
Call Dragon
Prerequisite: 9'th level
Od - You release a shout into the sky, and call for a draconic creature to help you in a dire situation as an action. A young Faerie Dragon appears before you, and you control them for 1 minute, or until you tell the dragon to leave. After you have used this word, you have to wait an hour before using it once again.
Kah - Instead of a young Faerie Dragon, you can now summon any dragon wyrmling that you want.
Seei - You can summon forth a Wyvern, instead of a dragon wyrmling.
Call of Honor
Hun - As an action, you can choose to make one of the following fields. Healing Fiend has a diameter of 10 ft. and originates from you, at the end of every one of your turn, creatures that were in the range when you used it, end their turn within the field regains 1d4 hit points. The field lasts for 1 minute, or until you drop it. Fighting Field has a diameter of 10 ft. and originates from you. All allies and yourself gain +1 to all of their attack rolls, and deal an additional damage die, of any attack they hit, as long as it is a ranged or melee attack. This only counts for allies that started within the field when you used it, and as long they still are within the field.
Lah - Each field also counts for allies that moved into them.
Od - The healing becomes 2d4, and it becomes +2 to all attack rolls.
Call of Valor
Hun - As an action, you call upon deceased members of the Way of the Voice, and they will step into you, or any willing creature that you are touching, and lend their strength. You (or somebody else), will gain a +2 to all attack and damage rolls, and a +2 to your AC. This lasts until the end of your next turn, and as it ends, you cannot use this until you finish a short or long rest.
Kaal - The bonus now becomes a +3.
Zor - The bonus now becomes a +4 and lasts an additional turn.
Clear Skies
Lok - Shouting into the sky, this takes 1 minute to complete, but it will make any storm or bad weather that is currently there, not affect you. So, no lightning would strike around you, heavy rain would fall more graceful on you, and heavy winds will not damage you, though only when it comes to the weather.
Vah - You can now fully stop slightly bad weather, remove clouds from the sky, or make an easy rain fully stop.
Kor - You can stop any kind of weather around you.
Delayed Shout
Zaah - You can hold any object, and use an action to shout into it, and store any Thuum that you currently know, into it. You will be able to release the Thuum from the object as a reaction. After 1 hour, the Thuum will vanish from the object. If the object gets more than 30 ft. away from you, the Thuum will also vanish.
Dou - The limit becomes 2 hours, and the range becomes 60 ft.
Fau - You can now store two Thuum's into one object at a time, by only expending 1 Thuum Point.
Disarming Voice
Zuun - You can target a creature that you can see within a range of 15 ft. of you as a bonus action, and if they are holding a weapon, they have to make a Strength saving throw against your Thuum save DC. If they fail, they will drop one of their weapons, if they are holding multiple, they choose which one to drop.
Haal - The range becomes 30 ft. and you choose which weapon they now should drop.
Vihk - You can target two creatures now, and they have to drop all weapons they are holding if they fail.
Dismaying Shout
Faas - As an action, you can stare down a creature and shout loudly, and the targeted creature have to make a Wisdom saving throw against your Thuum save DC. The creature has to be within 30 ft. of you, and if they fail, they will be frightened of you, and have to use every one of their turns for the next minute, to get out of your line of sight, without getting into harm's way. The creature can make another saving throw at the end of each of their turns.
Ru - The creature gains disadvantage on the saving throw.
Mah - The range becomes 60 ft. now.
Dragonrend
Joor - You can target one flying creature within 30 ft. of you as an action, and the target has to make a Wisdom saving throw against your Thuum save DC, becoming unable to fly for 1 minute if they fail. They will not take fall damage, and they can make another saving throw at the start of every one of their turns. This will never work if the creature has a CR of 3 or lower.
Zah - The range becomes 60 ft. and it can work on creatures of CR 10 and lower. On draconic creatures, this will always work, no matter the CR, though if they are above the CR, they gain advantage on the saving throw.
Frul - It now works on creatures of a CR 15 and lower
Drain Vitality
Gaan - You can target one creature, and you unleash a wave of red sound towards the creature. The target as to make a Wisdom saving throw against your Thuum save DC, taking 1d8 Necrotic damage on a failed save, and half as much on a successful one. You regain half of the damage you dealt. The creature has to be within 30 ft. of you
Las - The damage becomes 1d10 and you can choose to heal another creature instead of yourself if you want to.
Hass - The damage becomes 2d8 and you now regain all the damage you dealt, onto your own hit points.
Elemental Fury
Su - As a bonus action, you are able to infuse yourself or somebody else with the element of fire, and all of their non-spell damage rolls, deals an additional 2d4 until they land their next attack. The effects of this vanish after 1 hour. You have to touch the person you want to give these abilities to.
Grah - You can now make yourself or somebody else, infused with the element of air as a bonus action, and they gain 1 additional attack until the end of your next turn. After your or somebody else use this extra attack, they gain 1 point of exhaustion.
Duhn - As a bonus action, you can make someone infused with the element of water, and your or somebody else, will for 1 minute, gain advantage on all attack rolls when in water.
Enlarged Visage
Rak - As a bonus action, your shout makes a larger version of yourself appear above you, making you seem taller and more dangerous. You gain advantage on all Intimidation checks for 1 minute. This illusion visage of yourself only affects those within 5 ft. of you.
Sah - The range becomes 15 ft.
Yak - The range becomes 30 ft. and all your Intimidation will always become 20, if the result of your Intimidation check is below 20.
Fire Voice
Yool - As an action, you can unleash a cone of fire in front of you, with a range of 20 ft. Any creature within has to make a Dexterity saving throw, against your Thuum save DC, taking 2d6 Fire damage on a failed save, and half as much on a successful save. This will make anything flammable, that isn't being held or worn, light on fire.
Tor - The damage becomes 3d6.
Shul - The range becomes 30 ft. and the damage becomes 3d8.
Frozen Voice
Fo - Your breath now becomes winter itself. In a 30 ft. line in front of you, all creatues on it have to make a Dexterity saving throw against your Thuum save DC, suffering 1d8 Cold damage.
Krah - Along with the first word, now the wind will form together at your shout, and a blizzard will swirl into creation, and any creature within 20 ft. of where the 30 ft. line ended, have to make a Dexterity saving throw against your Thuum save DC, and if they fail, they will be pulled 10 ft. towards the blizzard, suffering 2d4 Cold damage every turn they start within the blizzard and every turn they end within the blizzard, or whenever they are pulled within. When trying to move away from the blizzard, they have to make another Dexterity saving throw against your Thuum save DC, moving half of their speed on a successful save. On a failed save, they will not move. The blizzard will stay until the end of your next turn.
Diin - The damage from the first word becomes 1d10, and the range of the second word's blizzard, becomes 30 ft.
Ice Form
Prerequisite: 7'th level
Liz - As an action, you can target one creature within 15 ft. of you, and your breath will cover them in a layer of ice. Their movement speed will be halved for 1 minute, and whenever they move during that duration, they suffer 1d4 Cold damage.
Sien - The creature now has to make a Dexterity saving throw against your Thuum save DC, falling prone on a failed save.
Nuz - If the target is of medium size or lower, they have to make a Strength saving throw against your Thuum save DC, being frozen solid on a failed save for 1 minute, or until attacked. The next attack on them has advantage. They can also be freed from being frozen solid, if somebody else has any fire on them, and uses an action to help the target. You can only use the third word once every short or long rest.
Melora's Peace
Kaan - As a bonus action, you gain advantage on all Nature checks for 1 minute.
Drev - Your Nature checks, can never be below 10. All plants around you start growing rapidly, and all Beasts calm down a little when around you.
Oh - Everything within 15 ft. of you, regains 3d8 hit points.
Marked for Death
Krii - You can target any creature as a bonus action, to a range of 30 ft. The target will have a skull appear above their head, and it will stay until the Thuum has ended, after 1 minute. The target gains disadvantage on Wisdom saving throws, and Wisdom checks. Everybody's first attack on the target in the duration, has advantage. You can only use this, once every short or long rest.
Lun - The range becomes 60 ft. Everybody's first attack on the target, deals an additional 1d4 Necrotic damage.
Aus - The target gains vulnerability to Necrotic damage.
Screeching Whispers
Fu - As an action, you can target one creature within a range of 15 ft. of you. The target has to make a Wisdom saving throw against your Thuum save DC, hearing whispers in their own head for 1 minute on a failed save. They can make the save again at the end of each of their turns. They suffer 1d4 Psychic damage at the start of every one of their turns. The target must immediately use their reaction when affected.
Kas - The damage becomes 2d4.
Ah - The damage becomes 4d4.
Slow Time
Prerequisite: 5'th level
Tiid - Time starts slowing down around you, after you use an action to speak the first word. You gain the affects of the ''Haste'' spell, but it only lasts until the end of your next turn. The effects of this, will stop if you use another Thuum.
Kloo - You gain +1 to everything while the effects are affecting you.
Ui - It now lasts 1 minute, unless you otherwise drop it.
Spear of Vibration
Fin - You can use an action, to focus on one creature within a range of 30 ft. You can unleash a loud yell that can be heard up to 100 ft. away from you. A spear made out of your voice, will reach out to the target. The target must make a Dexterity saving throw against your Thuum save DC, suffering 1d10 Piercing damage on a failed save, and half as much on a successful one. This also works in water.
So - The range becomes 60 ft, and the damage becomes 2d10.
Oh - The range becomes 120 ft. and the damage becomes 3d10. The third word can only be used once every short or long rest.
Stormcall Voice
Prerequisite: 12'th level
Struun - You are able to use the ''Lightning Bolt''.
Bah - Whenever you use the first word, you now call down an additional lightning to somewhere of your choice within range,
Qu - You now call down three lightnings, instead of two, and a storm will start to brew around you.
Soul Tear
Ri - As an action, you can target a creature within 30 ft. of you, and your voice travels into their spirit, and shatters a part of their spirit from pure force. The target takes 3d4 Psychic damage. When you target a humanoid with this, they have to make a Charisma saving throw against your Thuum save DC.
Vaaz - The damage becomes 4d4.
Zol - The damage becomes 6d4. If a target has failed the saving throw three times within the last hour, they will immediately take 70 Psychic damage, and if it kills them, their soul will be erased.
Throw Voice
Zul - As a bonus action, you can release your voice to make whatever sound you want, except voices. Your voice can be heard as though it comes from somewhere else within 30 ft. of you. This will all creatures who hear it, disadvantage on perception checks made to try and find you, and they will also gain disadvantage on Investigation checks made to find you. Due to how you describe and use this, the DM decides if all effects apply.
Mey - You can gain advantage on your next attack roll.
Guut - The range becomes 60 ft.
Unrelenting Force
Prerequisite: 8'th level
Fus - You can make a loud shout in a 15 ft. cone in front of you, and all creatures within have to make a Strength saving throw against your Thuum save DC. On a failed save, they will be pushed 15 ft. backwards, and on a successful save, they will be knocked 5 ft. backwards. Creatures above medium size can only be knocked 5 ft. backwards. When you use any words of this Thuum, you can be heard up to a range of 300 ft.
Roh - The target gains disadvantage on the saving throw, and will fall prone on a failed save.
Dah - The target is knocked 10 ft. back on a successful save, and 30 ft. back on a failed save. If they are knocked into anything, they suffer 5d8 Bludgeoning damage.
Whirlwind Sprint
Wuld - As a bonus action, you move 15 ft. in any direction, and you cannot take more than one attack of opportunity while moving these 30 ft. You still have your normal movement.
Nah - The speed becomes 30 ft.
Kest - The speed becomes 60 ft.
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