Dovahkiin (5e Class)

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Dovahkiin[edit]

You Are Dovahkiin[edit]

A cloaked figure stands atop a mountain, wielding a mighty battle axe and donning a set of fur-lined plate armor, staring deep into the wyvern-like beast's soul, with what seems to be adrenaline. After but a few moments, the beast speaks in an ancient and powerful tongue. The man roars a battle cry, charging the beast. After a few minutes of exchanging blows, the man shouts three words. "Fus Ro Dah!" he bellows, as the air distorted and a wave of force both stuns and pushes the mighty beast back.

A tabaxi child sneaks through the shadows, dagger in hand, as an unsuspecting guard of a corrupt noble family stands guard, oblivious to the stealthy kitten's presence. The cat proceeds to try and slit the throat of the guard, but fails to do so. The guard nimbly reaches for their sword, and is disarmed from said sword with three ancient words of power. "Zun, Haal Viik," the cat bellows, before she slinks back to the shadows.

An elven woman, wearing blue robes that glimmer with arcane energy and leather armor underneath, stares down the demonic creature known as the daedra, a malachite longsword in one hand, and a fire ball in the other. She curses the daedra, before throwing the fire ball. The fire ball narrowly misses, but the woman keeps pressuring the demon. After a long five minutes of her blade and spells doing nothing to hurt the daedra, the woman bellows to the sky in an ancient and forgotten tongue. "O-Dah-Viing" she cries, as distant roars could be heard. Moments later, a winged beast lands beside the elf, and greets the woman. "Drem Yol Lok" it says, and they prepare for battle.

These are the Dovahkiin, more commonly referred to as Dragonborn, not to be mistaken for the Dragonborn race, mortal beings with the blood and soul of a dragon, said to fight off Alduin or any other threat. They are not necessarily specialized at the arts of combat, spellcasting, or thievery, but most hope to hone their skills to fight off whatever threat fate has birthed them for. While many argue that they are a race of half dragons, the truth is that their purpose of being brought into this world is to combat the Dovah - Dragons - and stop any threat that may be opposing this world.

When making a Dovahkiin, you must ask yourself some questions. How did my character come to realize that they were Dovahkiin? How did it effect their lives? Did they turn to the more heroic deeds that most Dovahkiin were known for, or did they become a criminal, murderer, or outlaw? Did they hone their magical prowess, train to become the greatest warrior, or turn to thievery or assassination? Once these questions are answered, and any other questions that would result in the story of how your character came to be Dovahkiin, you can fully begin to make your character

Creating a Dovahkiin[edit]

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Quick Build

You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.

Class Features

As a Dovahkiin you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dovahkiin level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dovahkiin level after 1st

Proficiencies

Armor: Light, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength and Charisma.
Skills: Dependent on your Stone Path.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Longsword and a Dagger or (b) Battleaxe and a Dagger or (c) Warhammer and a Dagger
  • (a) Leather Armor or (b) Scale Armor and a Shield or (c) Plate Armor and a Shield
  • (a) Burglars Pack or (b) Scholars Pack or (c) Explorers Pack
  • (a) Longbow and 20 Arrows or (b) Crossbow and 20 Bolts or (c) Arcane Focus
  • If you are using starting wealth, you have 5d4 x 10 GP in funds.

Table: The Dovahkiin

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Way of the Voice, Stone Path
2nd +2 Blessing of Akatosh 2
3rd +2 Stone Path Feature, 3
4th +2 Ability Score Improvement 3
5th +3 Blessing of Akatosh 4 2
6th +3 Enchantments 4 2
7th +3 Stone Path Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Blessing of Akatosh 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement, Stone Path Feature 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 Blessing of Akatosh 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Stone Path Feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Master of the Voice 4 3 3 3 2

Way of the Voice[edit]

As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout.

Thu'um Tiers

Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, it goes on cooldown and you cannot use it again for a number of rounds equal to the tier utilized.

  • Your shout save DC = 8 + your proficiency bonus + your Charisma modifier.
  • Shout attack modifier = your proficiency bonus + your Charisma modifier

Fus Ro Dah, Force Balance Push, Unrelenting Force[edit]

At 1st level, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. At 1st tier, this tier affects a 15ft. cone, creatures and objects not being worn or carried of medium size or smaller affected by this must roll a Strength saving throw against your shout save DC or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight or hearing until the start of your next turn, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, this tier affects a 30-foot line that is 10 feet wide, creatures and objects not being worn or carried of medium size or smaller affected by this must roll a Strength saving throw against your shout save DC or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight or hearing until the start of your next turn, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, this tier affects a 60-foot line that is 10 feet wide, creatures and objects not being worn or carried of large size or smaller affected by this must roll a Strength saving throw against your shout save DC or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight or hearing until the start of your next turn, are pushed back 20 feet and knocked prone. Creatures of huge size or larger only suffer from the disadvantages. Objects fail these saves automictically.

Stone Path[edit]

At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, The Mage Stone or The Tongue all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.

Blessing of Akatosh[edit]

Starting at 2nd level, the dragon god himself, Akatosh, blesses you with the knowledge of two new Thu'ums. You choose which Thu'ums you wish to dedicate this new found knowledge to. You learn two new Thu'ums at 5th, 10th, and 15th levels.

Blessing of Akatosh - Dragon Souls.

As dragon born, you can consume the souls of dragons to learn a new Thu'ums and to hone your voice. When you slay a dragon, you absorb its soul. This include any creature with the creature type "dragon" that is CR 1 or higher. This also prevents the dragon from being brought back from the dead by any means other than a wish. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may only learn a number of shouts this way equal to you proficiency bonus.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Enchantments[edit]

At 6th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so.

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Soul Gems

Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, Lesser, Common, Greater, Grand, and Black.

  • Petty soul gems are able to capture the souls of non-humanoid creatures with a CR of 1/4 or lower.
  • Lesser soul gems are able to capture the souls of non-humanoid creatures with a CR of 1 or lower.
  • Common soul gems are able to capture the souls of non-humanoid creatures with a CR of 4 or lower.
  • Greater soul gems are able to capture the souls of non humanoid creatures with a CR of 16 or lower.
  • Grand soul gems can capture the souls of non-humanoid creatures with a CR of 30 or lower.
  • Black soul gems are able to capture the souls of any creature with a CR of 30 or lower, including humanoids.
Soul Types
  • Petty souls are souls of any non-humanoid creature with a CR of 1/4 or lower.
  • Lesser souls are souls of any non-humanoid creature with a CR of 1/2 to 1.
  • Common souls are souls of any non-humanoid creature with a CR of 2 to 4.
  • Greater souls are souls of any non-humanoid creature with a CR of 5 to 16.
  • Grand souls are souls of any non-humanoid creature with a CR of 17 to 30.
  • Black souls are souls of any humanoid creature with a CR of 17 to 30.
Creating and buying of Souls Gems

You can create Soul Gems, each one has a creation time or if you have gold, you may try your luck with buying one.

  • Petty Soul Gems can be created after a short rest. Can buy for 10 gold at common magic shop venders, filled with petty soul, half price if not.
  • Lesser Soul Gems can be created after a long rest. Can buy for 50 gold at common magic shop venders, filled with lesser soul, half price if not.
  • Common Soul Gems can be created after a week of work. Can buy for 100 gold at common magic shop venders, filled with common soul, half price if not.
  • Greater Soul Gems can be created after a month of work. Can buy for 1000 gold rarely at common magic shop venders, unfilled.
  • Grand can be created after one year of work. Can buy for 10000 gold at magic shop venders of great towns and cities, unfilled.
  • Black Soul Gems can be created after one year of work. Can buy for 20000 gold at shady magic shop venders of great towns and cities, unfilled.

Note: normally only evil-aligned characters use a Black Soul Gem.

There are many other ways to acquire Souls Gems, some examples of earning a Soul Gem are killing wizards, magically affiliated enemies, buying them from magic shops and court wizards, mining veins of geode or found as random loot and containers.

Charges and Recharging of Magic Gear

Enchanted gear in this manner only retains its magic for so long, and thus must have a constant supply of souls to utilize. Recharging a gear using a soul in a soul gem on your person is an bonus action.

  • Petty soul enchanted gear have 3 charges before needing to be recharged, but only provide 1 charge when recharging.
  • Lesser soul enchanted gear to have 5 charges before needing to be recharged, but only provide 2 charges when recharging.
  • Common soul enchanted gear have 6 charges before needing to be recharged, but only provide 3 charges when recharging.
  • Greater soul enchanted gear to have 7 charges before needing to be recharged, and provide 6 charges when recharging your equipment.
  • Grand souls enchant gear to have 12 charges before needing to be recharged, and provide 12 charges when recharging your equipment.
  • Black souls enchant gear to have 24 charges before needing to be recharged, but only provide 12 charges when recharging your equipment.

Enchanted equipment uses up charges when the enchantment is utilized. An example would be that, if you had a weapon that dealt additional fire damage on hit, then every successful hit would consume a charge, if you have a armor that gave +3 AC, when you are attacked the item loses a charge. Once a piece of equipment has used up all of its charges, it no longer gains the benefits from said enchantments until the equipment is recharged.

When a soul gem is used to charge your equipment, the soul gem is destroyed, and the soul is consumed.

Harvesting Souls

When you kill a creature, in order to harvest their soul, you must use your reaction to soul trap their souls into a soul gem. Doing so will cause the gem to glow in a purple color, identifying that the soul has been captured. However, if the soul is too large for the soul gem, it will begin to glow, but will then shatter and be worthless.

Enchanting, Disenchanting and Attunement

In order to enchant your gear, you must have either purchased a tome on the sought after enchantment, or disenchanted an already enchanted weapon. Reading a tome on an enchantment takes 4 hours how disenchanting takes 1 hour. When disenchanting already enchanted equipment, the equipment is destroyed, and then the enchantment is transferred over to the equipment you're enchanting at the end of the enchanting process.

You can only Enchant none-magical items or magic items created by this feature. During the enchanting process you may disenchant multiple items or use multiple tomes to enchant an item using a single soul gem as per normal, stacking and combining the effects of all the enchantments added to it. Enchantments on multi-enchanted items count as a single enchantment know as a "Multi-enchantment". If a enchantment is later added to a already enchanted item made by this feature, the amount of charges on the now new multi-enchanted item is equal to the lowest soul used -1 per each item destroyed in any enchanting process done on the item. If the total max charges would reach 0, then all items use in the enchanting process are destroy and you take 6d6 unavoidable psychic damage.

If you were move this new multi-enchantment via disenchanting to a new item, no matter what soul gem you use to move it, its total charges stays the same. You can only use Multi-enchanted items to enchant non-magical items.

Example: If you enchant a sword with a enchantment from the a +1 dagger using a grand soul (meaning the item would have 12 charges) then the next day enchant it with +3 enchantment from an item using a petty soul, the new +4 multi-enchanted item would now only have 1 charge now. Then you decide to move the Multi-enchantment to a bow with a black soul gem, The new Multi-enchanted bow would still only have 1 charge.

Enchantments that have charges that recharges instead have their charge maximum changed based on the soul use (just like every other enchantment) and lose their normal recharge abilities, now following the "Charges and Recharging of Magic Gear" rules of this class feature.

Item enchantments that have charges that never come back, keep the charge total it has left separate no matter what item the enchantment is moved to or stacked with. These changes can not be regained per normal.

Multi-Enchanted Items require attunement to use their effects.

Note: artifacts usually have specific ways of being destroyed, so they will not be destroyed in this way.

Master of the Voice[edit]

At 20th level, you have learned to master your Thu'ums. At this level, you no longer gain any normal Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums as you are no longer limited on how many you can learn via absorbing souls.

Joor Sah Frul, Mortal Finite Temporary, Dragonrend[edit]

At 20th level, you learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0.

The Warrior Stone[edit]

You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields.

Battle Cry

Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use.

Bloodshed

At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again.

Shield Brethren

At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a Strength check against you and for you to roll a Strength saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again.

Worthy Warrior

At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action they return to the after life anyways. You must complete a short or long rest to call upon them again.

Song of Sovngarde

At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your Charisma modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.

The Thief Stone[edit]

You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195).

One with the Shadows

Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier.

Silver Tongued

At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation.

Pockets Lined with Gold

At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold.

Skeleton Keys

At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica.

Nightingale

At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time.

Shadowcloak of Nocturnal

As an action, you can cast greater invisibility on yourself. This does not effect spell slots. This effect lasts 120 seconds.

Nightingale of Subterfuge

As an action, you can cast confusion as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds.

Nightingale of Strife

As an action, you can cast freedom of movement on yourself. This does not effect spell slots. This effect lasts 120 seconds.

The Mage Stone[edit]

You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these cantrips.

Vision of Magnus

Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. It takes the number of hours to study the spell equal to the level of spell. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. You recover all spent spell slots after a long rest.

Charisma is your spellcasting ability for these learned spells. So you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Blade of Kagrenac

At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again.

Adapt Enchanter

At 7th level, you have learned to better channel arcane energies into your gear.

When enchanting gear, add your proficiency bonus to the charge number total of the item. When rehanging magic gear with a soul gem, it recharges an additional 2 changes.

Celestial Fate

At 12th level, the stars have finally lined up to align with their destiny. This leaves him innately attuned to the stars and the constellations they form. These constellations provide a form of energy, causing your magic to contact the cosmos. You can spend 1 minute studying the stars, after that recover all your spent spell slots. After recovering the magic slots with this feature, you must end a long rest before doing this again.

Blessing of Magnus

At 18th level, you have achieved great arcane secrets. Choose a spell up to 9th level from any list of spells. You can cast this spell once per long rest. You can always exchenge this spell for another after a week o arcane studies.

The Tongue[edit]

You have chosen the path of the Thu'um, your voice is a blade meant to be refined and sharped and is always ready cut down your foes. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion.

Dovahzul Mastery

Starting at 1st level, You learn to speak, read and understand draconic. When speaking draconic you may have your voice shake the air around you and even make a booming thundering sound sound effect, you have advantage on intimidation checks while doing so. Also instead of you learning two new Thu'ums from your Blessing of Akatosh class feature at 2nd, 5th, 10th, and 15th levels. You learn a single new Thu'um when you take this subclass and at 2nd, 4th, 5th, 6th, 8th, 9th, 10th, 14th, 15th, 16th and 18th levels.

Sky Above, Voice Within

Also at 1st level, you have the ability to naturally re-hone your voice. After you use a shout roll a d6, on a 5 or 6 your Thu'um does not go on cooldown. In addition, you are no longer effected by the movement restriction caused by using the 3rd tier of a shout. In addition you may end a thu'um cooldown on your turn (no action), you can do this twice per long rest.

To Crack The Sky

At 3rd level, your thu'um becomes even more deadly. When you use a shout, it emits a thunderous boom audible out to 300 feet (This sound does not appy to the Throw Voice shout). Any creature of medium size or smaller within 5 feet per tier level of shout used of you when you shout are deafened until end of their next turn and must make a dexterity saving throw against your shout save DC or fall prone.

Thu'um of War

At 7th level, when you use a shout with a damaging effect, it deals extra damage of its type equal to your proficiency bonus. In addition when you use your action to use a shout, you can make one weapon attack as a bonus action. You and your Thu'um cannot be silenced.

After Shock

At 12th level, you have mastery over your inner Thu'um. When using your Sky Above, Voice Within subclass feature on a roll of 6, a shock force of force protects you, until the start of your next turn you gain +3 AC. At the start of your turn the shock wave expands out from you and dissipates dealing 1d6 force damage to everything within 5 feet of you. Shouts that state they can only be used once per long rest can now be use twice before needing a long rest.

Son of Akatosh

At 18th level, you have achieved mastery of your thu'um awakening a hidden gift within your Dovahkiin blood.

Legendary Actions

You can take 2 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.

Move. You move half your movement.
Shout (Costs 2 Actions). You use a shout at any tier, this does not cause your Thu'um to go on cooldown.
Melee Attack (Costs 2 Actions). You make one melee attack.

Dovahkiin Spell List[edit]

You can learn spells on any spell list and any additional spells granted by your subclass.

Dovahkiin Thu'um List[edit]

For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.

Raan Mir Tah, Animal Allegiance Pack, Animal Allegiance

This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom saving throw against your shout save DC or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom saving throw against your shout save DC or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom saving throw against your shout save DC or fall under the effects of Animal Friendship until the end of the round.

Laas Yah Nir, Life Seek Hunt, Aura Whisper

This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round.

Mid Vur Shaan, Loyal Valor Inspire, Battle Fury

This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round.

Feim Zii Gron, Fade Spirit Bind, Become Ethereal

This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3.

Gol Hah Dov, Earth Mind Dragon, Bend Will

This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom saving throw against your shout save DC or fall under the effects of the Command spell. These effects last until the end of your next turn.

Lok Vah Koor, Sky Spring Summer, Clear Skies

This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight.

Ven Gaar Nos, Wind Unleash Strike, Cyclone

This shout affects a 15ft. cone. At 1st tier, creatures and objects of medium size or smaller affected by this must roll a Strength saving throw against your shout save DC or are pushed back 15 feet and take 1d6 force damage. Creatures and objects not being worn or carried of large size or larger only suffer from the damages. At 2nd tier, creatures and objects not being worn or carried of medium size or smaller affected by this must roll a Strength saving throw against your shout save DC or are pushed 20 feet back and take 2d6 force damage. Creatures and objects of large size or larger only suffer from the damages. At 3rd tier, creatures and objects not being worn or carried of medium size or smaller must roll a Strength saving throw against your shout save DC or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures and objects of large sized or larger only suffer from the damages. Objects automatically fail these saves.

Zun Haal Vik, Weapon Hand Defeat, Disarm

This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength saving throw against your shout save DC or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does not have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature.

Faas Ru Maar, Fear Run Terror, Dismay

This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom saving throw against your shout save DC or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom saving throw against your shout save DC or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom saving throw against your shout save DC or suffer from the frightened condition. The frightened condition last a number of rounds equal to the tier used.

Mul Qah Diiv, Strengh Armor Wyrm, Dragon Aspect

This shout affects only yourself and can only be used at 3rd tier. Once per long rest, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 1 minute.

  • You gain resistance to bludgeoning, slashing, and piercing damage.
  • You gain resistance to cold, fire, lightning, and acid damage.
  • You gain the ability to use Fus Ro Dah each round of play.
Suh Grah Dun, Air Battle Grace, Elemental Fury

This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds.

Yol Toor Shul, Fire Inferno Sun, Fire Breath

This shout affects a 15ft. cone. At 1st tier, this shout affects a 15ft. cone, any creature that is caught in this area must roll a Dexterity saving throw against your shout save DC or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, this tier affects a 30-foot line that is 10 feet wide, any creature that is caught in this area must roll a Dexterity saving throw against your shout save DC or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, this tier affects a 60-foot line that is 10 feet wide, any creature that is caught in this area must roll a Dexterity saving throw against your shout save DC or take 3d6 fire damage. The creatures take half as much if they are successful. Any creature who take any damage from any tier of this shout starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.

Fo Krah Diin, Frost Cold Freeze. Frost Breath

At 1st tier, this shout affects a 15ft. cone, any creature that is caught in this area must roll a Constitution saving throw against your shout save DC or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, this tier affects a 30-foot line that is 10 feet wide, any creature that is caught in this area must roll a Constitution saving throw against your shout save DC or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, this tier affects a 60-foot line that is 10 feet wide, any creature that is caught in this area must roll a Constitution saving throw against your shout save DC or take 3d6 cold damage. The creatures take half as much if they are successful. Any creature who take any damage from any tier of this shout have their movement speed reduced by 10 feet for 3 rounds.

Iiz Slen Nus, Ice Flesh Statue, Ice Form

This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution saving throw against your shout save DC or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 10 for one round and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by half for 2 rounds and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area are stunned by ice now covering them for a round, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses.

Krii Lun Aus, Kill Leech Suffer, Marked for Death

This shout affects a 15ft. cone. At 1st tier, any creature that is not undead, construct, or elemental, must roll a Constitution saving throw against your shout save DC or suffer disadvantage on attack rolls. At 2nd tier, any creature that is not undead, construct, or elemental, must roll a Constitution saving throw against your shout save DC or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is not undead, construct, or elemental, must roll a Constitution saving throw against your shout save DC or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of your next turn.

Tiid Klo Ul, Time Sand Eternity, Slow Time

This shout affects a 15ft. radius around you. When the shout ends, you can’t move or take actions until a number of rounds equal to the shout tier used passes. At 1st tier, this effect lasts for one round (ending at the end of your turn), any creatures other then you that are completely in the radius are affected by this slowed time. These creatures have their speed is halved, and have disadvantage on any attack rolls against you. At 2nd tier, this effect lasts for two rounds (ending at the end of your turn), Any creatures other then you that are completely in the radius are affected by this slowed time. These creatures have their speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. And at 3rd tier (ending at the end of your turn), this effect lasts for 3 rounds, object and creatures that are completely in the area freeze to a stop, Instead of being slowed. No time passes for these creatures and object. Creatures under this effect and everything in the area have full cover and is immune to damage and effects from any sources originating from outside of the area, you still gain advantage when attacking creature within this effect.

Strun Bah Qo, Storm Wrath Lighting, Storm Call (Level 3 required)

This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, the creature must make a Dexterity saving throw against your shout save DC or take 8d6 lightning damage. The creatures take half as much if they are successful. After the storm is called, it stays around for 1d6+1 rounds, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning strikes at random, however, the targets of the lightning are random but they cannot include you. There is 1 lightning strike per round. The random creature must make a Dexterity saving throw against your shout save DC or take 5d6 lightning damage. The creatures take half as much if they are successful. You must complete a short rest to use any other shout again after using this one. Targets of this shout must be outside to be effected by it and within 500 feet of you.

Zul Mey Gut, Voice Fool Far, Throw Voice

This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence saving throw against your shout save DC, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you.

Wuld Nah Kest, Whirlwind Fury Tempest, Whirlwind Sprint

This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. in addition to your movement speed.

Diil Qoth Zaam, Undead Tomb Slave, Soul Cairn Summon

This shout can only be used at 3rd tier. Once per long rest, you may use this shout. It duplicate the effects of the dense macabre spell cast at it's base level but requiring no concentration to maintain it.

Rii Vaaz Zol, Essence Tear Zombie, Soul Tear

This shout affects one creature within 20 feet and can only be used at 3rd tier. Target creature that is not undead, construct, or elemental, must roll a Constitution saving throw against your shout save DC or take 2d6 necrotic damage then at the start of each of its turns for 2 rounds, it takes 1d6 unavoidable necrotic damage. If a creature would die from this shout's damage, its soul is stored in a soul gem of your choice on your person if you have one that can store a soul of it's CR. It then raises on its turn as an undead under your control for 3 rounds.

Golt Ag Ruth, Ground Burn Rage, Earth Shatter

This shout affects a area centered on a point out to a range of 120ft. At 1st tier, the ground, walls celling in a 20 radius foot sphere area centered on that point begins to crumble and becomes difficult terrain. At 2nd tier, the ground, walls celling in a 20 radius foot sphere area centered on that point begins to crumble and crevices of flames and lava form becoming difficult terrain. When a creature moves into or within the area, it takes 1d4 fire damage for every 5 feet it travels. fire burns out and lava cool after 2 rounds, 1d4 fire damage effect from the area. And at 3nd tier, the ground, walls celling in a 20 radius foot sphere area centered on that point begins to crumble and jut into spikes and crevices of flames and lava becoming difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage + 1d4 fire damage for every 5 feet it travels. The spikes fall apart, fire burns out and lava cool after 2 rounds, removing the 2d4 piercing damage + 1d4 fire damage effect from the area. Once you use this shout You cannot use this shout again until 2 rounds pass.

Gaan Lah Haas, Stamana Magica Health, Drain Vitality

This shout affects a affects a 30-foot line that is 10 feet wide. At 1st tier, any creature that is caught in this area must roll a Dexterity saving throw against your shout save DC or lose half their movement speed and the ability to use reactions for three rounds. At 2nd tier, any creature that is caught in this area must roll a Dexterity saving throw against your shout save DC or lose half their movement speed and the ability to use reactions and lose 1d4 spell slots of random levels at the start of their turns, this effect lasts for three rounds. And at 3rd tier, any creature that is caught in this area must roll a Dexterity saving throw against your shout save DC or lose half their movement speed and the ability to use reactions, lose 1d4 spell slots of random levels at the start of their turns and the effected creatures take 1d6 unavoidable necrotic damage at the start of each of their turns, this effect lasts for three rounds. A creature effected by this shout can not effected by it again until the effect of the shout on it ends.

Slen Zii Dov, Flesh Soul Dragon, Dragon Awakening (Level 3 required)

This shout affects only yourself and can only be used at 3rd tier. Once per long rest, you physically embody the physically form of a dragon, and gain the following benefits. These effects last for 1 hour per Dovahkiin level and can be ended early as no action.

  • You gain one resistance of your choice. Pick from bludgeoning, slashing, and piercing damage.
  • You gain one elemental resistance of your choice. Pick from cold, fire, lightning, and acid damage.
  • You gain a flying speed of 60 feet.
  • Your natural Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
  • You gain a bite natural weapon attack that you are proficient with, it deals 2d6 + str modifier piercing damage.
  • You gain a tail natural weapon attack that you are proficient with, it deals 2d6 + str modifier bludgeoning damage.
  • Your creature type is dragon and your size is huge.
  • You add 5 feet to your reach.
  • You cannot do anything that require the delicate and or complex use of hands or something close to hands.
  • You do not benefit from equipment that would not fit your new form. All equipment like this melds into your new form.
  • While in this form you take on a draconic nature: You gain a draconic name made up of three words of power. You only refer to yourself as this new name when transformed and see anyone using any name other then your draconic one as disrespectful (This name is the same each time you use this shout). You become greedy, lust for power and want to prove you are better then your lessers.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic.

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone.



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