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:
- AH = Hunter
- AUS = Suffer
- BAH = Wrath
- DAH = Push
- DAL = Return
- DII = Mine
- DIIL = Undead
- DIIN = Freeze
- DIIV = Wyrm
- DOV = Dragon
- DREM = Peace
- DU = Devour
- DUR = Curse
- DUN = Grace
- FAAS = Fear
- FEIM = Fade
- FIIK = Mirror
- FO = Frost
- FRUL = Temporary
- FUS = Force
- GRAH = Battle
- GRON = Bind
- GAAN = Stamina
- GAAR = Unleash
- GOL = Earth
- GUT = Far
- HAAL = Hand
- HAAS = Health
- HAH = Mind
- HUN = Hero
- IIZ = Ice
- ISH = Small
- JOOR = Mortal
- KAAL = Champion
- KAAN = Kyne
- KEST = Tempest
- KLO = Sand
- KOOR = Summer
- KRAH = Cold
- KRII = Kill
- LAAS = Life
- LAH = Magicka
- LO = Deceive
- LOK = Sky
- LOS = Is
- LUN = Leech
- MAAR = Terror
- MEY = Fool
- MID = Loyal
- MIR = Allegiance
- MUL = Strength/Strong
- NAH = Fury
- NAHL = Living
- NEH = Never
- NIR = Hunt
- NOS = Strike
- NUS = Statue
- OD = Snow
- OV = Trust
- QAH = Armor
- QO = Lightning
- QOTH = Tomb
- RAAN = Animal
- RII = Essence
- RIIK = Gale
- RO = Balance
- RU = Run
- SAH = Phantom
- SHAAN = Inspire
- SHUL = Sun
- SLEN = Flesh
- STRUN = Storm
- SU = Air
- TAH = Pack
- TIID = Time
- TOOR = Inferno
- UL = Eternity
- VAAZ = Tear
- VAH = Spring
- VEN = Wind
- VIIK = Defeat
- VIING = Wing
- VIIR = Dying
- VO = Undo
- VUR = Valor
- VUS = Nirn
- WULD = Whirlwind
- YAH = Seek
- YOL = Fire
- ZAAM = Slave
- ZAH = Finite
- ZII = Spirit
- ZOL = Zombie
- ZOOR = Legend
- ZUL = Voice
- 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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