{"name":"Dovah Kin (Dragonborn)","overview":"Governs the rules considering the Thu'um","hitdice":"d8","hitpointsfirstlevel":"","hitpointsathigherlevels":"","armorproficiencies":"","weaponproficiences":"","tools":"","savingthrows":"","skills":"","equipment":"","spellcasting":"Shouts works through Shout Points, awarded through character level (at least in the source). Upon Long Resting you regain all expended shout points.\u00a0\r\nAvailable Shouts:\r\n\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Shout Points[\/th]\r\n[th]Maximum Power Level[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]7[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]7[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]8[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]8[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]13[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]13[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]14[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]15[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nSpeaking 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:\r\n\r\n[table]\r\n[tr]\r\n[th]Shout Level[\/th]\r\n[th]Recover Time[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1 minute[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]10 minutes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]1 hour[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]8 hours[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]24 hours[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nc","features":"[h1]Available Shouts[\/h1]\r\nBelow the available shouts are listed on alphabetical order\r\n\r\n[h3]Animal Allegiance[\/h3]\r\n[i]Raan Mir Tah: Power Level 3[\/i]\r\nAs an action, you conjure fey spirits that take the form of beasts, as though you had cast the [i]conjure animals[\/i]\u00a0spell.\r\n\r\n[h3]Aura Whisper[\/h3]\r\n[i]Laas Yah Nir: Power Level 1[\/i]\r\nReveal 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.\u00a0\r\n\r\n[h3]Become Ethereal[\/h3]\r\n[i]Feim Zii Gron: Power Level 4[\/i]\r\nAs an action you gain the effects of the [i]etherealness [\/i]spell until the end of your next turn, being immune to all damage except psychic.\u00a0\r\n\r\n[h3]Battle Fury[\/h3]\r\n[i]Mid Vur Shaan: Power Level 3[\/i]\r\nAllow a creature of your choice within 30 feet of you to make a weapon attack as a reaction, costing you a Bonus Action.\r\n\r\n[h3]Call of Valor[\/h3]\r\n[i]Hun Kaal Zoor: Power Level 2[\/i]\r\nAs 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.\u00a0\r\n\r\n[h3]Clear Skeis[\/h3]\r\n[i]Lok Vah Koor: Power Level 4[\/i]\r\nYou 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.\u00a0\r\n\r\n[h3]Cyclone[\/h3]\r\n[i]Ven Gar Nos: Power Level 3[\/i]\r\nAs 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 [roll: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.\u00a0\r\n\r\n[h3]Dragon Aspect[\/h3]\r\n[i]Mul Qah Diiv: Power Level 5[\/i]\r\nAs 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.\r\n\r\n[h3]Dragonrend[\/h3]\r\n[i]Joor Zah Frul: Power Level 4[\/i]\r\nAs 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.\u00a0\r\n\r\n[h3]Open[\/h3]\r\n[i]Bex: Power Level 1[\/i]\r\nAs an action you open an object as though you cast the [i]knock[\/i]\u00a0spell.\r\n\r\n[h3]Phantom Form[\/h3]\r\n[i]Fiik Lo Sah: Power Level 2[\/i]\r\nAs an action, you call forth ethereal forms as though you cast the [i]mirror image spell[\/i].\r\n\r\n[h3]Throw Voice[\/h3]\r\n[i]Zul Mey Gut: Power Level 1[\/i]\r\nChoose 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.\r\n\r\n[h3]Whirlwind Sprint[\/h3]\r\n[i]Wuld Nah Kest: Power Level 1[\/i]\r\nAs a Bonus Action you can take the Dash action. Any opportunity attacks made against you have disadvantage until the end of your turn.\r\n\r\n[h3]Disarm[\/h3]\r\n[i]Zun Haal Viik: Power Level 2[\/i]\r\nAs 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.\u00a0\r\n\r\n[h3]Dismay[\/h3]\r\n[i]Faas Ru Maar: Power Level 1[\/i]\r\nAs an action you attempt to frighten a creature as though you had cast the [i]fear [\/i]spell.\r\n\r\n[h3]Elemental Fury[\/h3]\r\n[i]Su Grah Dun: Power Level 5[\/i]\r\nAs 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.\u00a0\r\n\r\n[h3]Fire Breath[\/h3]\r\n[i]Yol Toor Shul: Power Level 3[\/i]\r\nAs 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 [roll:6d6] fire damage, on success half as much damage.\r\n\r\n[h3]Frost Breath[\/h3]\r\n[i]Fo Krah Diin: Power Level 3[\/i]\r\nAs 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 [roll:4d8] cold damage, on a success half as much damage.\r\n\r\n[h3]Ice Form[\/h3]\r\n[i]iiz Sien Nus: Power Level 4[\/i]\r\nAs 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 [roll: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 [i]dispel magic[\/i]\u00a0spell can also end the effects.\r\n\r\n[h3]Kyne's Peace[\/h3]\r\n[i]Kaan Drem Ov: Power Level 2[\/i]\r\nAs 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.\r\n\r\n[h3]Marked for Death[\/h3]\r\n[i]Krii Lun Aus: Power Level 1[\/i]\r\nAs a Bonus Action you mark a creature as though you cast the [i]hunter's mark [\/i]spell.\u00a0\r\n\r\n[h3]Slow Time[\/h3]\r\n[i]Tiid Klo Ul: Power Level 3[\/i]\r\nAs an Action, you slow down time for those around you as though you had cast the [i]slow [\/i]spell.\u00a0\r\n\r\n[h3]Storm Breath[\/h3]\r\n[i]Fo Krah Diin: Power Level 4[\/i]\r\nAs 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 [roll:5d10] lightning damage on a failed save, or half as much on a successful one.\u00a0\r\n\r\n[h3]Storm Call[\/h3]\r\n[i]Strun Bah Qo: Power Level 3[\/i]\r\nAs an Action, you summon a storm as though you had cast the [i]call lightning [\/i]spell at 3rd level.\u00a0\r\n\r\n[h3]Unrelenting Force[\/h3]\r\n[i]Fus Ro Dah: Power Level 2[\/i]\r\nAs 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 [roll: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.\u00a0\r\n\r\n\r\n","subclasses":"","tabledata":"","tags":"Elder Scrolls, Dovah Kin, Dragonborn","templateId":"25","blockId":"408151","isShared":"on"}