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

L
egend tells of a rare individual born with the
ability consume the souls of slain dragons, and
use their absorbed knowledge to speak Words
of Power. These individuals are known as The Dovahkiin
Dovahkiin, also sometimes called Dragonborn Level Features
(not to be confused with the race) because it is
believed that they are in fact dragon souls 1 Draconic Soul, Way of the Voice, Thu'um Essence
trapped within mortal bodies. Dovahkiin are incredibly rare, 2 Ancient Regeneration
so much so that it is believed only one may exist in the world
at any given time. The Words of Power, or Shouts, are evoked 3 Way of the Voice improvement
in an ancient magic known as the Thu’um. For most, mastery 4 Ability Score Improvement
of the Thu’um requires decades of study and training, however
the Dovahkiin have the innate ability to rapidly learn Shouts 5 Way of the Voice improvement
and speak them with fluency.

Complete a special task. To discover your innate ability, you 
must slay a dragon and absorb its soul. This will unlock
your Thu’um, which must then be tempered and focused. As a Dovahkiin, you gain the following class features.
You must seek a teacher who has mastered the Voice, such
as an order of Greybeards, who may ask you to complete 
dangerous quests in return for training.
Character level 5th. The ability to make effective use of the Hit Dice: 1d10 per Dovahkiin level
Thu’um is only awakened in powerful and experienced Hit Points per Level: 1d10 (or 6) + your Constitution modifier
heroes. You must be a 5th-level character before you can per Dovahkiin level
gain levels in the Dovahkiin prestige class.
Charisma 13. Shouting evokes the force of your legendary 
draconic command and presence.
Constitution 13. A dragon’s soul residing in a mortal body Saving Throws: None
is evident by a strong vital essence. Skills: None
Proficiency in the Arcana or History skill. Studying the
Thu’um involves understanding of ancient arcane language 
and lore.
The Dovahkiin prestige class does not grant any special
equipment.
 
At 1st level, you can speak, read, and write Draconic.
Additionally, whenever you make a Charisma check when 
interacting with dragons, your proficiency bonus is doubled if Your Thu’um enchants nearby allies’ weapons, allowing them
it applies to that check. to attack more effectively.
Mid (Loyal) [4] – Up to 4 friendly creatures within 15 feet of
 you add your Charisma modifier to all attack rolls for the next
At 1st level, you unlock Shouts evoked in Words of Power. minute, as long as they stay within 15 feet of you.
Choose the first word of 3 Shouts to unlock. At 3rd level, you Vur (Valor) [6] – Up to 5 friendly creatures within 20 feet of
can choose another Shout to unlock, and you gain the second you add your Charisma modifier to all attack rolls for the next
Word of Power to each Shout you have unlocked. At 5th level, minute, as long as they stay within 20 feet of you.
you can choose another Shout to unlock, and you gain the Shaan (Inspire) [8] – Up to 6 friendly creatures within 30
third Word of Power to each Shout you have unlocked. At any feet of you add your Charisma modifier to all attack rolls for
time, by killing a dragon (or being one of a party that slays the next minute, as long as they stay within 30 feet of you.
one) that is not a wyrmling and meditating by its corpse for at 
least 1 minute, you can absorb its soul, unlocking a Shout of The Thu’um reaches out to the Ethereal Plane, changing your
your choice. form to one that cannot harm, nor be harmed.
The words of a Shout are spoken in succession, however a Feim (Fade) [6] – For up to one minute, your form becomes
Shout only takes the effect of the final word. Unless stated faded and transparent, like a ghost. Enemies have
otherwise, extra material that appears in the first word also disadvantage to hit you, and you have disadvantage on all
appears in the others. The first and second words of a Shout attacks. Additionally, you cannot become grappled or
are bonus actions to use, but a full Shout is an action. You can restrained. This Shout has no effect while you are on the
only use one Shout per turn, and the effects of only one Shout Ethereal Plane or a plane that doesn’t boarder it, such as one
may be active at a time. All Shouts require a verbal of the Outer Planes. (You are not actually in the Ethereal
component, but are not spells. Features that affect magical Plane in this form.) It takes an action to dismiss this effect.
effects, such as an antimagic field , still affect Shouts, but Zii (Spirit) [10] – For up to one minute, you step partly into
features that specifically affect spells do not. The save DC for the Border Ethereal. You can see and hear the plane you
your Shouts is 10 + your Dovahkiin level + your Charisma originated from, but everything there looks gray, and you can’t
modifier. see anything more than 60 feet away. You cannot interact with
’ creatures or objects that aren’t on the Ethereal Plane,
however the properties of the plane you originated from still
The ability to use the ancient magic of Shouting is draining, apply to you. Therefore, you cannot move through solid
and only those with the vital essence of a dragon can Shout objects and environmental effects such as difficult terrain still
continually. You have a number of essence points equal to (6 + affect you. You can also move through the spaces of other
your Constitution modifier) times your Dovahkiin level. Each creatures. Creatures that aren’t on the Ethereal Plane can’t
Word of Power consumes a number of these points when perceive you and can’t interact with you, unless a special
used and you must have enough points of a given Word of ability or magic has given them the ability to do so. Creatures
Power to use it. Essence points don’t stack; you only spend the that are on the Ethereal Plane interact with you as normal.
cost of the final word you use in a Shout. You regain all Gron (Bind) [14] – For up to 10 minutes, you step entirely
essence points after a long rest. into the Border Ethereal. During this time, you can move in
any direction. If you move up or down, every foot of movement
 costs an extra foot. You ignore all objects and effects that
At 2nd level, you can call upon the power of your draconic soul aren’t on the Ethereal Plane, allowing you to move through
to heal you in body and mind. During a short rest you can gain objects you perceive on the plane you originated from. When
extra Hit Dice equal to your Dovahkiin level. These bonus dice the effect ends, you immediately return to the plane you
can also be used to regain essence points rather than hit originated from in the spot you currently occupy. If you occupy
points. Any bonus dice not used during the short rest are lost. the same spot as a solid object or creature when this happens,
Once you use this feature, you must finish a long rest before you are immediately shunted to the nearest unoccupied space
you can use it again. that you can occupy and take force damage equal to twice the
number of feet you are moved.

When you reach 4th 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.
 
 
Your Thu’um creates a whirling cyclone that sows chaos And the weak shall fear the Thu’um, and flee in Terror.
among your enemies. Faas (Fear) [5] – Each creature in a 20-foot cone must
Ven (Wind) [6] – A 5-foot diameter cyclone of air appears in succeed on a Wisdom saving throw or become frightened for
an unoccupied space within 10 feet of you and lasts for 1 one minute. If a creature ends its turn in a location where it
minute. As an action on each turn, you can move the cyclone 5 doesn’t have line of sight to you, the creature can make a
feet in any direction. Creatures within the cyclone are picked Wisdom saving throw. On a successful save, the effect ends
up and considered grappled. Attacks made within the cyclone for that creature.
are made at disadvantage. If the cyclone moves out of the Ru (Run) [6] – Each creature in a 30-foot cone must
original space of the creature, the creature is dropped prone succeed on a Wisdom saving throw or become frightened for
in that space. one minute. While frightened in this way, a creature must use
Gaar (Unleash) [9] - A 10-foot diameter cyclone of air its movement to move away from you by the safest available
appears in an unoccupied space within 15 feet of you and route on each of its turns.
lasts for 1 minute. As an action on each turn, you can move Maar (Terror) [7] – Each creature in a 30-foot cone must
the cyclone 10 feet in any direction. If the cyclone moves out succeed on a Wisdom saving throw or become frightened for
of the original space of a creature, the creature hurled 5 feet one minute. While frightened in this way, a creature must take
the opposite direction the cyclone moves, takes 1d6 points of the Dash action and move away from you by the safest
bludgeoning damage, and is prone. available route on each of its turns, unless there is nowhere to
Nos (Strike) [12] - A 15-foot diameter cyclone of air appears move.
in an unoccupied space within 20 feet of you and lasts for 1
minute. As an action on each turn, you can move the cyclone 
15 feet in any direction. If the cyclone moves out of the The Thu’um imbues your arms with the speed of wind,
original space of a creature, the creature hurled 10 feet the allowing for faster weapon strikes.
opposite direction the cyclone moves, takes 2d6 points of Su (Air) [6] – For one minute, you can use a bonus action to
bludgeoning damage, and is prone. attack on your turn.
Grah (Battle) [8] – For one minute, you can use a bonus
 action to attack on your turn. Additionally, you may make an
Shout defies steel, as you rip the weapon from an opponent’s additional attack to the same target when you use the
grasp. opportunity attack reaction.
Zun (Weapon) [4] – Choose a creature within 30 feet that Dun (Grace) [10] – For one minute, you can make one extra
you can see. It must make a Strength saving throw. If it fails, it attack on your turn when you use the Attack action.
drops one weapon, shield, or other item of your choice it is Additionally, you can use a bonus action to attack on your
holding in its hand. turn, and you may make two attacks when you use the
Haal (Hand) [5] – Choose a creature within 30 feet that you opportunity attack reaction.
can see. It must make a strength saving throw. If it fails, one
weapon, shield, or other item of your choice it is holding in its 
hand is flung 15 feet away. The item cannot deal damage. Inhale air, exhale flame, and behold the Thu’um as an inferno.
Viik (Defeat) [6] – Choose a creature within 30 feet that you Yol (Fire) [3] – Each creature in a 15-foot cone must make a
can see. It must make a strength saving throw. If it fails, up to Dexterity saving throw. A creature takes 3d6 fire damage on a
2 weapons, shields, or other items in any combination of your failed save, or half as much on a successful one. The fire
choice it is holding are flung 15 feet away. The item cannot ignites any flammable objects in the area that aren’t being
deal damage. If it succeeds, only one item is affected. worn or carried.
Toor (Inferno) [5] – Each creature in a 30-foot cone must
  make a Dexterity saving throw. A creature takes 5d6 fire
damage on a failed save, or half as much on a successful one.
Shul (Sun) [10] – Each creature in a 60-foot cone must
make a Dexterity saving throw. A creature takes 8d6 fire
damage on a failed save, or half as much on a successful one.
 Klo (Sand) [9] – Range increases to a 30-foot cube centered
Your breath is winter, and your Thu’um can freeze an on you, and duration increases to 60 seconds (10 rounds). An
opponent solid. affected target moves at a third of its normal speed rounded
Liz (Ice) [4] – Choose a creature within 30 feet that you can down, it takes a -3 penalty to AC and Dexterity Saving throws,
see. The creature must be Huge or smaller. That creature and it can’t use reactions. On its turn, it can use either an
must make a Constitution saving throw. On a failure, its speed action or a bonus action, not both. Regardless of the creature’s
is halved for one minute. magic items, it can’t make more than one melee or ranged
Slen (Flesh) [8] – On a success, its speed is halved for 1 attack during its turn. If the creature attempts to cast a spell
minute. On a failure, it is frozen in a block of ice and with a casting time of 1 action, roll a d20. On a 9 or higher, the
considered petrified for 1 minute. spell doesn’t take effect until the creature’s next turn, and the
creature must use its action on that turn to complete the spell.
Nus (Statue) [12] – On a success, its speed is halved for 10 If it can’t, the spell is wasted.
minutes. Each minute, it can make a Constitution saving Ul (Eternity) [12] – Range increases to a 40-foot cube
throw, with a success ending the effect. If it fails, it is frozen in centered on you, and duration increases to 90 seconds (15
a block of ice and considered petrified for 10 minutes. rounds). An affected target moves at a quarter of its normal
’ speed rounded down, it takes a -4 penalty to AC and Dexterity
The Voice soothes wild beasts, who lose their desire to fight Saving throws, and it can’t use reactions. On its turn, it can
or flee. use either an action or a bonus action, not both. Regardless of
Kaan (Kyne) [4] – Each beast with a challenge rating of 2 or the creature’s magic items, it can’t make more than one melee
less you can see and that can hear you within 20 feet of you or ranged attack during its turn. If the creature attempts to
must make a Wisdom saving throw. On a failed save, the beast cast a spell with a casting time of 1 action, roll a d20. On a 7
becomes charmed by you for 1 minute. If you or one of your or higher, the spell doesn’t take effect until the creature’s next
companions harms an affected creature, the effects end for turn, and the creature must use its action on that turn to
that creature. If the beast’s Intelligence is 4 or higher, the complete the spell. If it can’t, the spell is wasted.
Shout fails. 
Drem (Peace) [5] – Each beast with a challenge rating of 4 Your Voice is raw power, pushing aside anything - or anyone -
or less you can see and that can hear you within 30 feet of you who stands in your path.
must make a Wisdom saving throw. On a failed save, the beast Fus (Force) [3] – All creatures in a 5 by 15 ft. line must
becomes charmed by you for 10 minutes. make a Strength saving throw. On a failure, they are pushed
Ov (Trust) [6] – Each beast with a challenge rating of 6 or 15 ft. back and are not able to take reactions for the rest of the
less you can see and that can hear you within 40 feet of you round. A creature that hits solid material before going the full
must make a Wisdom saving throw. On a failed save, the beast distance takes bludgeoning damage equal to 1d6 for every 10
becomes charmed by you for 1 hour. feet it moved as a result of the Shout or for every 10 feet the

Shout was supposed to continue pushing the creature before
it was interrupted, whichever is farther. On a success, there is
Shout at time, and command it to obey, as the world around no effect.
you stands still. Ro (Balance) [4] – All creatures in a 5 by 20 ft. line must
Tiid (Time) [6] – All creatures within a 20-foot cube make a Strength saving throw. On a failure, they are pushed
centered on you must succeed on a Wisdom saving throw or 20 ft. back, knocked prone, and are not able to take reactions
be affected by the Shout for 30 seconds (5 rounds). An for the rest of the round. On a success, they are pushed 10 ft.
affected target’s speed is halved, it takes a -2 penalty to AC and back.
Dexterity Saving throws, and it can’t use reactions. On its Dah (Push) [9] – All creatures in a 15 by 30 ft. line must
turn, it can use either an action or a bonus action, not both. make a Strength saving throw. On a failure, they are pushed
Regardless of the creature’s magic items, it can’t make more 30 ft. back, are knocked prone, and are not able to take
than one melee or ranged attack during its turn. If the reactions for the rest of the round. On a success, they are
creature attempts to cast a spell with a casting time of 1 pushed 15 ft. back.
action, roll a d20. On an 11 or higher, the spell doesn’t take
effect until the creature’s next turn, and the creature must use
its action on that turn to complete the spell. If it can’t, the spell
is wasted. A creature affected by this spell makes another
Wisdom saving throw at the end of its turn. On a successful
save, the effect ends for it. Creatures that exit the range of the
Shout are no longer affected by it. Additionally, all
environmental aspects within the Shout’s range appear to
move in slow motion (the intensity determined by the level of
the shout), and even creatures that resist the effects of the
Shout appear sluggish.

The Thu’um rushes forward, carrying you in its wake with the Credits
speed of a tempest. Created by u/DungeonRacer
Wuld (Whirlwind) [4] – You almost instantly rush 20 feet Made using GMBinder
ahead. You do not touch the ground when moving this way and Reviewed and revised with help from the
as such you can move across gaps, over liquids, etc. You are Discord of Many Things
not slowed by difficult terrain when moving this way, and you Artwork - "Dovahkiin" by Grzegorz Rutkowski
do not provoke opportunity attacks. You cannot change (88grzes)
direction when moving this way. If you are being grappled Artwork - "Unrelenting Force" (card art from The
when you use this Shout, you automatically escape the Elder Scrolls: Legends )
grapple. You cannot use this Shout from prone. If you hit solid Artwork - "The Wall of Words" by Aihito
material (such as a stone wall) before going the full distance, Disclaimer: The Elder Scrolls games and all
the effect ends, but you do not suffer further penalties. assets associated with them are owned by
Movable obstacles in your path, such as enemies or crates, are Bethesda Softworks. This is fan-made content
automatically pushed out of the way. and not for commercial use.
Nah (Fury) [5] – You rush 30 feet ahead.
Kest (Tempest) [7] – You rush 60 feet ahead.
 

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