Bard
Base Class: Bard

Your soul is the soul of a dragon. The essence of the dov runs through you, allowing you to harness a dragons capability to manipulate reality by using a thu’um or a shout.

Bonus Proficiencies

When you join the College of Thu'um at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Thu’um

Starting at 3rd level, you learn to speak the language of the dov, additionally you learn how to use your bardic inspiration as a Thu’um or a shout. choose one on the following shouts, you can use your bardic inspiration to use this shout.

You can gain more shouts be learning a new word of power, however you must also consume the soul of a dragon in order to unlock new shouts. It is up to the dungeon master's discretion, when you learn a new word, and what word you have learned.

Unrelenting force: When you use unrelenting force role a bardic inspiration die, as an action each creature in a 30 ft. line originating from you must make a constitution saving throw. On a failed save a creature takes force damage equal to the number rolled plus half your bard level rounded up, and is pushed a number of feet equal to 5 times the number rolled on your bardic inspiration, and is knocked prone. On a successful save a creature takes half as much damage, is only moved half as much, and is not knocked prone.

Battle Fury: When you use Battle fury, role a bardic inspiration die, as an action up to 5 creatures of your choice within 30 ft. gain temporary hit points equal to the number rolled on your inspiration die plus half your bard level rounded up, additionally until the end of your next turn each creature who was effected by battle Fury can make an additional weapon attack.

Marked for Death: As a bonus action up to one creature you can see within 10 ft. takes additional necrotic damage equal to your bardic inspiration die plus half your bard level rounded up from your melee weapon attacks for 1 minute, you can use this extra damage once per turn. Marked for death uses your concentration

Soul Tear: When you use soul tear role role a bardic inspiration die, as an action you can reanimate a number of dead humanoids equal to the number rolled on your bardic inspiration die. The reanimated humanoids use the zombie state block, and are you are able to give them a simple command as a bonus action for 1 minute. Losing concentration makes you lose control over the undead, and are considered hostile. This uses your concentration.

Ice Form: When you use ice form roll a bardic inspiration die, as an action each creature with in a 10ft line originating from you must make a constitution saving throw, on a failed save creatures take damage equal to the number you rolled plus half your bard level rounded up and is stunned until the beginning of your next turn.

Frost Breath: As an action each creature in a 30 ft. cone makes a constitution saving throw, you role 5 inspiration die, on a failed save a creature takes cold damage equal to the total number rolled, on a successful save, a creature takes half as much damage

Fire Breath: As an action each creature in a 30 ft. cone makes a dexterity saving throw, you role 5 inspiration die, on a failed save a creature takes fire damage equal to the total number rolled, on a successful save, a creature takes half as much damage.

Whirlwind Sprint: When you use whirlwind sprint, role a bardic inspiration die, as a bonus action your walking, climbing, and swimming speed increases by 5 times the number you roles for 1 minute. This uses your concentration.

Storm Call: As an action up to 5 creatures you can see in a 30 ft. radius centered on you must makes a dexterity saving throw, you role 5 inspiration die, on a failed save a creature takes lightning damage equal to the total number rolled, on a successful save, a creature takes half as much damage.

Slow Time: As an action for the next minute all attacks made against you have disadvantage, additionally you can add your bardic inspiration die to dexterity saving throw made within the minute. This uses your concentration.

Elemental Fury: When you use elemental fury, role a bardic inspiration die, once elemental fury has been used in as apart of your action, you make a melee weapon attack against each creature of your choice within your melee range. Each creature that is hit takes additional damage equal to the number you rolled. 

Drain Vitality: When you use Drain vitality role a bardic inspiration die, as an action each creature in a 30 ft. cone makes a constitution saving throw, on a failed save a creature takes necrotic damage equal to the number you rolled and half as much damage on a successful save. You regain an amount of health equal to half the amount of total damage done by drain vitality.

Aura Whispers: When you use Aura Whispers, roll a bardic inspiration die, as an action you know the exact location of the closest creatures to you up to a number equal to the number you rolled, within 500 ft. of you

Animal allegiance: When you use animal allegiance role a bardic inspiration die, as an action you cause a number of beasts up to a combined challenge rating of the number you rolled to be under your control for up to 1 minute.

Cyclone: When you use cyclone role a bardic inspiration die, as an action you create a cyclone with a radius of 5 ft. each creature within 10 ft. of the cyclone makes a strength saving throw, on a failed save the creature is pulled inside, on a successful save the creature is not pulled inside. at the start of a creatures turn inside the cyclone, they take bludgeoning damage equal to the the number you rolled plus half your bard level, the creature can use its action to make a strength check in order to break free of the cyclone. This uses your concentration.

Dragon Aspect: When you use dragon aspect role a bardic inspiration die, as an action you gain temporary hit points equal to 5 times the number you rolled, additionally you have advantage on melee attack roles this effect last for 1 minute, or until all the temporary hit points are gone. This uses your concentration.

Dismay: As an action each creature within 5 ft. of you must make a wisdom saving throw or be frightened of you until the end of your next turn.

Disarm: As an action, you cause each creature you can see in a 30 ft. cone, each creature makes a strength saving throw, on a failed save a weapon they are currently holding is flung 30 ft. from there grip in a random direction. 

Become Ethereal: As an action, until your next turn, Or until you cast a spell or make an attack, you are immune to all damage.

Dragonrend: As an action you force a dragon to make a wisdom saving throw, on a failed save the dragon is forced land, additionally, the targeted dragon has disadvantage on saving throws against your abilities for 1 minute. On a successful save, nothing happens. This uses your concentration.

Clear Skies: As an action you violently clear the weather up to a radius of 60 ft.

Throw voice: As an action you create a sound 60 ft. from you that can be hear from 120 ft. away, creatures who can hear the voice must make an intelligence saving throw. On a failed save a creature is compelled to use there entire turn getting as close as possible to the source of the noise, on a successful save, a creature can no longer perceive the voice. The effect ends once the compelled creature uses its action to investigate the sound, recognizes a hostile threat, or until 1 minute has passed.

Call Dragon: If you know the true name of a dragon you can shout there name, notifying them to your existence, and occasionally summoning them to you. You do not need the soul of a dragon to unlock this shout.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Thu'um Mastery

You have gained mastery over your own voice, brining your capabilities to there limits Starting at 14th level, whenever you use a Shout, you can roll a d6 and use it instead of expending a Bardic Inspiration die.