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The Elder Scrolls (5e Campaign Setting)/Dragon Shouts

Dragon Shouts

Dragon Shouts, or thu'um are a type of supernatural gift (DMG p. 227). They are an ancient form of magic that use the vocalization of specific Words of Power to create powerful magical effects. A Shout comprises of one or more Words.

Learning Words

To learn a Word, you must first be aware of it: either by being taught by someone who has learned that Word, or by discovering it. Discovery of a Word could be from finding a lorebook, a rune-inscribed wall at an ancient shrine, or by researching it (PHB p. 187). Ability checks involved in this research have a DC of 25 and take 4d20 days.

There are three ways to learn the Word:

  • Once you are aware of a Word you must meditate upon it until you are able to shout it. Meditation takes 250 days and costs 1 gp per day.
  • Creature of the Dragon type can learn to shout a Word after 8 hours of meditation.
  • In some campaigns, one of the player characters may be a rare individual called the dovahkiin, born with the blood and soul of a dragon. A dovahkiin can take the soul of a Dragon killed within the last 10 minutes. The soul can subsequently be expended to learn a known Word immediately.

Shouting

You use your action to issue a Shout, and you must be able to speak. Once you have used a Shout, you cannot use another until you finish a short rest.

A Shout comprises of one, two or three Words, which must be learned individually. The Words must be spoken in order.

Most Shouts are audible up to 120 feet away when they are used. Some Shouts have the Whisper tag: these make no significant noise when used.

Words

Discovered Words can be chosen by the DM, or determined randomly:

  1. AH = Hunter
  2. AUS = Suffer
  3. BAH = Wrath
  4. DAH = Push
  5. DAL = Return
  6. DII = Mine
  7. DIIL = Undead
  8. DIIN = Freeze
  9. DIIV = Wyrm
  10. DOV = Dragon
  11. DREM = Peace
  12. DU = Devour
  13. DUR = Curse
  14. DUN = Grace
  15. FAAS = Fear
  16. FEIM = Fade
  17. FIIK = Mirror
  18. FO = Frost
  19. FRUL = Temporary
  20. FUS = Force
  21. GRAH = Battle
  22. GRON = Bind
  23. GAAN = Stamina
  24. GAAR = Unleash
  25. GOL = Earth
  26. GUT = Far
  27. HAAL = Hand
  28. HAAS = Health
  29. HAH = Mind
  30. HUN = Hero
  31. IIZ = Ice
  32. ISH = Small
  33. JOOR = Mortal
  34. KAAL = Champion
  35. KAAN = Kyne
  36. KEST = Tempest
  37. KLO = Sand
  38. KOOR = Summer
  39. KRAH = Cold
  40. KRII = Kill
  41. LAAS = Life
  42. LAH = Magicka
  43. LO = Deceive
  44. LOK = Sky
  45. LOS = Is
  46. LUN = Leech
  47. MAAR = Terror
  48. MEY = Fool
  49. MID = Loyal
  50. MIR = Allegiance
  51. MUL = Strength/Strong
  52. NAH = Fury
  53. NAHL = Living
  54. NEH = Never
  55. NIR = Hunt
  56. NOS = Strike
  57. NUS = Statue
  58. OD = Snow
  59. OV = Trust
  60. QAH = Armor
  61. QO = Lightning
  62. QOTH = Tomb
  63. RAAN = Animal
  64. RII = Essence
  65. RIIK = Gale
  66. RO = Balance
  67. RU = Run
  68. SAH = Phantom
  69. SHAAN = Inspire
  70. SHUL = Sun
  71. SLEN = Flesh
  72. STRUN = Storm
  73. SU = Air
  74. TAH = Pack
  75. TIID = Time
  76. TOOR = Inferno
  77. UL = Eternity
  78. VAAZ = Tear
  79. VAH = Spring
  80. VEN = Wind
  81. VIIK = Defeat
  82. VIING = Wing
  83. VIIR = Dying
  84. VO = Undo
  85. VUR = Valor
  86. VUS = Nirn
  87. WULD = Whirlwind
  88. YAH = Seek
  89. YOL = Fire
  90. ZAAM = Slave
  91. ZAH = Finite
  92. ZII = Spirit
  93. ZOL = Zombie
  94. ZOOR = Legend
  95. ZUL = Voice
  96. ZUN = Weapon

Animal Allegiance

When you use this Shout, all Beasts within a certain distance of you become charmed by you for the duration. The charm on a Beast ends if you or your companions do anything harmful towards it.

RAAN. Range: Self (30-feet radius); Duration: 1 minute.

RAAN MIR. Range: Self (60-feet radius); Duration: 10 minutes.

RAAN MIR TAH. Range: Self (90-feet radius); Duration: 1 hour.

Aura Whisper (Whisper)

When you use this Shout, you become aware of any kind of creature within a certain distance of you, as well as where the creature is located. The effect can penetrate any barrier.

LAAS. 15 feet; Duration: 1 turn.

LAAS YAH. 30 feet; Duration: 1 minute.

LAAS YAH NIR. 60 feet; Duration: 10 minutes.

Battle Fury

When you use this shout, allies within 30 feet of you can make an additional weapon attack on their next turn. The action required for the additional attack depends on the strength of the Shout.

MID. Bonus action

MID VUR. Bonus action or Reaction

MID VUR SHAAN. Bonus action, Reaction, or as an extra attack if the target takes the Attack action.

Become Ethereal

When you use this shout, you step into the Border Ethereal and benefit from the effects of the etherealness spell. The duration depends on the strength of the Shout.

FEIM. Until the end of your turn.

FEIM ZII. 1 round.

FEIM ZII GRON. 1 minute.

Call Dragon

When you use this shout, dragons are alerted to you. All three Words of this shout must be learned.

OD AH VIING. One dragon within 10 miles of you hears the shout and is compelled to travel to your location, arriving in 1 minute. The type of dragon and their reaction to you is determined by the DM.

Clear Skies

When you use this shout, the skies yield to you. Rain, snow, fog and other inclement weather disperses, and wind halts. The duration depends on the number of Words used, after which the weather returns to its natural state.

LOK. 1 minute.

LOK VAH. 1 hour.

LOK VAH KOOR. 24 hours.

Disarm

When you use this shout, weapons are shaken from the grip of your foes. All creatures in a 30 foot cone must make a Dexterity saving throw. On a failed save, they drop anything held in their hands. The DC of the saving throw depends on the number of Words used.

ZUN. DC 13

ZUN HAAL. DC 17

ZUN HAAL VIIK. DC 21

Elemental Fury

When you use this shout, your weapon becomes imbued with elemental wind. You can make an additional weapon attacks if you take the Attack action on your next turn.

SU. 1 extra attack.

SU GRAH. 2 extra attacks.

SU GRAH DUN. 3 extra attacks.

Unrelenting Force

When you use this shout, your voice booms outwards with crashing force. All creatures within a 30 foot cone are pushed away from you if they fail a Strength saving throw. The DC of the saving throw and distance pushed depends on the strength of the shout.

With any number of words, on a failed saving throw, targets have disadvantage on Strength saving throws until the start of their next turn.

FUS DC 13; on a failed save targets are pushed back 5 feet.

FUS RO DC 17; on a failed save targets are pushed back 10 feet.

FUS RO DAH DC 21; on a failed save targets are pushed back 20 feet and are knocked prone.

Bend Will

"Some tales tell of ancient Nord heroes whose Voices were powerful enough to tame and ride dragons.". All creatures within a 30 foot cone are charmed by you if they fail a Charisma saving throw. The DC of the saving throw depends on the strength of the shout.

GOL DC 13; on a failed save the targets are stunned.

GOL HAH DC 17; on a failed save targeted Humanoids and Beasts are charmed by you for 1 minute.

GOL HAH DOV DC 21; on a failed save all targets except undead are charmed by you for 10 minutes


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