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Dovah Kin (Dragonborn)


Hit Points

Hit Dice: d8 per Dovah Kin (Dragonborn) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Governs the rules considering the Thu'um


Class Features

Available Shouts

Below the available shouts are listed on alphabetical order  

Animal Allegiance

Raan Mir Tah: Power Level 3 As an action, you conjure fey spirits that take the form of beasts, as though you had cast the conjure animals spell.  

Aura Whisper

Laas Yah Nir: Power Level 1 Reveal all life forces to yourself within 30 feet as an action, outlining them in light only you can see, preventing creatures from being invisible to you. This effect goes through most barriers but is stopped by 1 foot of stone, 1 inch of common metal and such.   

Become Ethereal

Feim Zii Gron: Power Level 4 As an action you gain the effects of the etherealness spell until the end of your next turn, being immune to all damage except psychic.   

Battle Fury

Mid Vur Shaan: Power Level 3 Allow a creature of your choice within 30 feet of you to make a weapon attack as a reaction, costing you a Bonus Action.  

Call of Valor

Hun Kaal Zoor: Power Level 2 As an action you summon a valiant warrior of ages past, appearing in an unoccupied space you can see within 60 feet of you. The spirit is considered celestial and it disappears after 1 minute, when it drops to 0 HP, or if you become unconscious. The spirit has the 'Valiant Warrior' statblock.   

Clear Skeis

Lok Vah Koor: Power Level 4 You dispel any natural or magical inclement weather you can see within 1 mile, forcing only clear skies to remain as an Action. Clouds of fog, mist, or other natural or magical weather effects also end.   

Cyclone

Ven Gar Nos: Power Level 3 As an action you create a whirling 5-foot radius cyclone within 60 feet of you at a location you can see. Each creature within 5 feet of the cyclone, when it appears, must make a Strength Saving Throw, taking 4d8 bludgeoning damage on a failed save, or half as much on a successful save. Whenever a creature enters the cyclone's area or ends its turn there, it takes damage. The cyclone can be moved as a Bonus Action 30 feet in any direction. The cyclone heavily obscures the area and ends after 1 minute or if you are incapacitated.   

Dragon Aspect

Mul Qah Diiv: Power Level 5 As a Bonus Action you gain a mystical dragon hide armor, boosting your AC to 20. Additionally, all weapon attacks gain a +2 bonus to attack- and damage rolls.  

Dragonrend

Joor Zah Frul: Power Level 4 As an action you shout at a dragon you can see within 500 feet of you. The dragon's flying speed is reduced to 0 and it is stunned until the start of your next turn. If the dragon is currently flying, it falls to the ground. At the end of each of its turns it must make a Constitution Saving Throw (DC 15). If it fails 3 Saving Throws, its flying speed becomes 0 ft. for the next minute. On 3 successful saves, the dragon recovers and the effect ends.   

Open

Bex: Power Level 1 As an action you open an object as though you cast the knock spell.  

Phantom Form

Fiik Lo Sah: Power Level 2 As an action, you call forth ethereal forms as though you cast the mirror image spell.  

Throw Voice

Zul Mey Gut: Power Level 1 Choose a point within 100 feet of you, from where your voice originates from that point. Creatures that can hear the voice must succeed on an Intelligence Saving Throw or be fooled and confused by the voice. A fooled creature will spend its action trying to seek out the voice.  

Whirlwind Sprint

Wuld Nah Kest: Power Level 1 As a Bonus Action you can take the Dash action. Any opportunity attacks made against you have disadvantage until the end of your turn.  

Disarm

Zun Haal Viik: Power Level 2 As an action, you attempt to disarm a creature you can see within 30 feet of you. Upon failing a Strength Saving Throw, the creature drops the object it's holding, throwing it back 15 feet. On a success, they have disadvantage on any attack rolls made using the object until the end of their next turn.   

Dismay

Faas Ru Maar: Power Level 1 As an action you attempt to frighten a creature as though you had cast the fear spell.  

Elemental Fury

Su Grah Dun: Power Level 5 As a Bonus Action you imbue yourself with the speed of the wind. For the next minute, you can make one additional attack whenever you take the Attack action on your turn.   

Fire Breath

Yol Toor Shul: Power Level 3 As an Action, you create a 15-foot cone of fire. Each creature within the cone must make a Dexterity Saving Throw. On a fail, the target gains 6d6 fire damage, on success half as much damage.  

Frost Breath

Fo Krah Diin: Power Level 3 As an action, you create a 15-foot cone of ice. Each creature within the cone must make a Dexterity Saving Throw. On a fail it takes 4d8 cold damage, on a success half as much damage.  

Ice Form

iiz Sien Nus: Power Level 4 As an Action you attempt to freeze a target you can see within 90 feet of you. On failing a Constitution Saving throw, the target takes 4d8 cold damage and is encased in a shell of ice. The encased creature is immobilized and can't speak, hear, move, or take any action. The creature takes the damage again at the start of its turn while encased. The restrained creature keeps making Constitution Saving throws, ending the effect on three successful saves in a row. If it fails three times, the frost hardens and the creature is subjected to the petrified condition. While the effect is active the frost shell has an AC of 10 and has 30 HP. When the frost reaches 0 HP the effect ends. A dispel magic spell can also end the effects.  

Kyne's Peace

Kaan Drem Ov: Power Level 2 As an Action, you soothe a group of animals within 60 feet of you. Each beast makes a Wisdom Saving Throw. On a fail, any effect on the target to be charmed or frightened ends, and the target becomes indifferent about any creatures of your choice that it is hostile toward. The effect ends if the target is attacked or harmed, or if it witnesses any of its allies to be harmed. After 1 minute the creatures can regain their hostility.  

Marked for Death

Krii Lun Aus: Power Level 1 As a Bonus Action you mark a creature as though you cast the hunter's mark spell.   

Slow Time

Tiid Klo Ul: Power Level 3 As an Action, you slow down time for those around you as though you had cast the slow spell.   

Storm Breath

Fo Krah Diin: Power Level 4 As an Action, you create a 60-foot long line of lightning that is 5 feet wide. Each creature in that line must make a Dexterity Saving throw, takin 5d10 lightning damage on a failed save, or half as much on a successful one.   

Storm Call

Strun Bah Qo: Power Level 3 As an Action, you summon a storm as though you had cast the call lightning spell at 3rd level.   

Unrelenting Force

Fus Ro Dah: Power Level 2 As an Action, you create a 30-foot cone of force. Each creature in that cone must make a Strength Saving throw. On a failed save, a creature takes 4d6 force damage, is knocked back 20 feet, and falls prone. On a successful save, the creature takes half as much damage and remains standing on its spot.     
 


Spellcasting

Shouts works through Shout Points, awarded through character level (at least in the source). Upon Long Resting you regain all expended shout points.  Available Shouts:  

Level Shout Points Maximum Power Level
1 1 1
2 1 1
3 2 1
4 2 1
5 4 2
6 4 2
7 5 2
8 5 2
9 7 3
10 7 3
11 8 3
12 8 3
13 10 4
14 10 4
15 11 4
16 11 4
17 13 5
18 13 5
19 14 5
20 15 5
  Speaking the Thu'um is however exhausting, resulting in cooldown times for your shouts. Below is a table listing the recovery time required before the same shout can be uttered again:  
Shout Level Recover Time
1 1 minute
2 10 minutes
3 1 hour
4 8 hours
5 24 hours
  c


Created by

OmeWillem.

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