Base Class: Bard
Through study, outside intervention, or latent magic, you now have the ability to channel your voice into an ancient form of magic pre-dating even spells. These primordial shouts, also called Thu'ums, are the most ancient language of Dragons, and with this power, you may join their ranks.
Bonus Proficiencies
When you join the College of Shouts at 3rd level, you gain proficiency in your choice of Intimidation, Persuasion, or Arcana. Choose one of these 3 skills you are proficient with. Your proficiency bonus is doubled for any ability check you make with that skill. In addition, you learn to read, speak, and write Draconic.
Draconic Shouts
Also at 3rd level, you learn you learn 2 Shouts. To use a Shout, you must expend a use of Bardic Inspiration as a bonus action and choose one of your known Shouts. You learn additional Shouts at 6th-level and 14th-level. Some Shouts require creatures to make a saving throw to resist that Shout's effects. The saving throw DC is equal to your Spell Save DC. Some Shouts also deal damage or restore hit points using your Bardic Inspiration die, henceforth referred to as a dB. The Shout options are as follows.
Battle Fury: Choose a number of other creatures up to your Charisma modifier within 30 feet of you that can hear you. Each of those creatures gains 1dB temporary hit points. These temporary hit points increase at later levels, to 2dB at 6th level and 3dB at 14th level.
Become Ethereal: Until the end of your next turn, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. In addition, you gain 1dB temporary hit points. These temporary hit points do not go away at the end of your next turn. These temporary hit points increase at later levels, to 2dB at 6th level and 3dB at 14th level.
Bend Will: Choose a creature within 30 feet of you that can hear you. That creature makes a Wisdom saving throw. If the target fails the saving throw, they become charmed by you for 1dB rounds. On your turn, you may issue verbal commands (no action required) which the creature will follow to the best of their ability on their next turn. A creature will not take any actions directly harmful to itself. If you or any of your allies deals damage to the creature, the charmed effect ends. If the creature takes damage while charmed, it may make another Wisdom saving throw. If the creature succeeds the saving throw, they are not charmed and can not be targeted again by this Shout for 24 hours. The length of time the creature is Charmed increases at later levels, to 2dB rounds at 6th level and 3dB rounds at 14th level.
Dismay: Each creature of your choice in a 30 foot cone in front of you that can hear you must make a Wisdom saving throw. On a failure, that creature is Frightened of you for 1dB rounds. On a success, that creature is not frightened and can not be effected by this Shout again for 24 hours. If a creature takes damage from you or one of your allies, they may make another Wisdom saving throw to resist the Shout's effects. The length of time the creature is frightened increases at later levels, to 2dB rounds at 6th level and 3dB rounds at 14th level.
Drain Vitality: A creature of your choice within 30 feet of you that can hear you must make a Constitution saving throw. On a failure, that creature takes 1dB necrotic damage and you gain half as many hit points. On a success, that creature takes half as much damage and you gain half of those hit points. This damage increases at later levels, to 2dB at 6th level and 3dB at 14th level.
Elemental Fury: Next time you take the Attack action this turn, you may make an additional weapon attack. If that attack hits, the target takes an extra 1dB fire, cold, lightning, or thunder damage. This damage increases at later levels, to 2dB at 6th level and 3dB at 14th level.
Fire Breath: Each creature within a 15 foot cone in front of you must make a Dexterity saving throw. On a failure, that creature takes 2dB fire damage. On a success, that creature takes half as much damage. In addition, any flammable objects in the area that aren't being worn or carried are ignited. This damage increases at later levels, to 3dB at 6th level and 4dB at 14th level.
Frost Breath: Each creature within a 15 foot cone in front of you must make a Constitution saving throw. On a failure, that creature takes 1dB cold damage and their movement speed is reduced by half until the end of their next turn. On a success, that creature takes half as much damage and their movement speed is not reduced. This damage increases at later levels, to 2dB at 6th level and 3dB at 14th level.
Marked for Death: Target creature of your choice within 15 feet of you that can hear you must make a Constitution saving throw. On a failure, they take an additional 1dB necrotic damage whenever they are hit with a weapon attack until the start of your next turn. On a success, that creature can not be effected again by this shout for 24 hours. This damage increases at later levels, to 2dB at 6th level and 3dB at 14th level.
Storm Call: Each creature within a 15 foot cone in front of you must make a Dexterity saving throw. On a failure, that creature takes 1dB lightning damage and can not take reactions until the end of their next turn. On a success, that creature takes half as much damage and may still take reactions. This damage increases at later levels, to 2dB at 6th level and 3dB at 14th level.
Unrelenting Force: Each creature in a 30 foot cone in front of you must make a Strength saving throw. If they fail, they take 1dB thunder damage and are pushed back 10 feet. If that creature succeeds, they take half damage and are not pushed. These effects increase at later levels, being pushed back 20 feet and taking 2dB damage at 6th level, and 30 feet and 3dB damage at 14th level.
Whirlwind Sprint: Your movement speed this turn increases by a number of feet equal to 5 x 1dB. Your movement this turn does not provoke attacks of opportunity. This speed increases at later levels, to 5 x 2dB at 6th level and 5 x 3dB at 14th level.
Sonic Shield
At 6th level, you learn how to shout in a different way. When you are hit by an attack, you may use your reaction expend a use of Bardic Inspiration to produce a Sonic Shield until the start of your next turn, potentially causing the attack to miss. The shield increases your AC by a number equal to one roll of your Bardic Inspiration die.
In addition, you learn 2 more Draconic Shouts.
Master of the Thu'um
At 14th level, whenever you roll initiative, if you have less than half of your maximum Bardic Inspiration dice left, you gain a number of special Bardic Inspiration dice so that you have half of your Bardic Inspiration dice, rounded up. These additional Bardic Inspiration dice may only be used to use a Draconic Shout or Sonic Shield.
In addition, you learn your last 2 Draconic Shouts.
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