Loup Pa
Abilities
Thu'um
Animal Allegiance - Shout
RAAN MIR TAH
Animal Allegiance Pack
As an action, you speak the words of this shout. Beasts within an area near to you come to your aid. Choose one of the following options for what beasts appear:
- One beast of challenge rating 2 or lower
- Two beats of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast disappears when its HP drops to 0 or after 10 minutes have passed.
These summoned beasts are friendly to you and your companions. They act on their own initiative in combat and will obey any verbal commands that you issue to them. If you do not issue any commands, they will defend themselves from hostile creatures but otherwise, take no actions.
When Whispered, you can only summon creatures of 1/4 or 1/2 challenge rating. They last for 5 minutes.
When Yelled, you can summon more creatures. (Two CR 2, Four CR 1, Eight CR 1/2, or Twelve CR 1/4) They last for 20 minutes.
Dismay - Shout
FAAS RU MAAR
Fear Run Terror
As an action, you speak the words of this shout. Every creature within a 30 ft cone of the caster must make a Wisdom Saving Throw. Upon a failed save, the target is afraid of the caster and uses their reaction to move their full movement speed away from the caster. They remain afraid of the caster and suffer the effects of the frightened condition until the end of the caster's next turn.
On a successful save, no effect occurs.
When Whispered, the effect range of the spell is a 15 ft. cone.
When Yelled, the effect range of the spell is a 45 ft. cone.
Dragon Aspect - Shout
MUL QAH DIIV
Strength Armor Wyrm
As an action, you speak the words of this shout. You instill in yourself the strength, power, and speed of a Dragon. Along with it, an ethereal set of armor appears over your form.
For the duration of a minute, your speed is doubled, you gain +2 AC, have advantage on Dexterity Saving throws, and gain an additional action for each turn. That action can be used only to take the Attack (one weapon attack), Dash, Disengage, Hide, or Use an Object action.
When Whispered, the effect is half as powerful. (+1 AC, Advantage on Dex Saves, 1 Additional Attack, or Dash, Disengage.
When Yelled, the effect is more powerful. (+3 AC, Advantage on Str and Dex Saves, 1 Additional Attack, or Dash, Disengage, Hide, or Use an Object Action)
Unrelenting Force - Shout
FUS RO DAH
Force Balance Push
As an action, you speak the words of this shout. All creatures within a 30 ft. cone must make a Dexterity Saving Throw. Upon a failed save, the affected targets are pushed 10 ft. away from the caster, are knocked prone, and take 1d6 magical bludgeoning damage.
On a successful save, they take half damage, and no other effect occurs.
When Whispered, the effect range of the spell is a 15 ft. cone. On a failed save, targets are pushed 5 ft. or knocked prone, and take no damage.
When Yelled, the effect range of the spell is a 45 ft. cone. On a failed save, targets are pushed 20 ft. or knocked prone, and take 2d6 force damage.
Whirlwind Sprint - Shout
WULD NAH KEST
Whirlwind Fury Tempest
As an action, you speak the words of this shout. You are filled with a burst of energy and speed.
Upon use of this ability, you may move to a spot that you can see, within 30 ft., that is unoccupied. This movement does not restrict the normal distance you may move in a turn. It does not draw attacks of opportunity. This movement still requires the ability to perceive your intended destination but can allow you to move across chasms, caverns, and other areas where there is a lack of ground to otherwise move on.
When Whispered, you move to a spot within 15 ft, that is unoccupied.
When Yelled, you move to a spot within 45 ft, that is unoccupied.
Unorganised
Thu'um
The Thu'um, also referred to as Storm Voice or simply the Voice, is a form of magic that most Nords and some others possess which utilizes the Dragon Language to form Dragon Shouts of immense power. The word itself directly translates to the word "shout" in the Dragon language. Most shouts are made up of three words of power.
Well-known bearers of the Thu'um include, but are not limited to, Tiber Septim, otherwise known as Talos Stormcrown, Miraak, Ysmir Wulfhearth, Ulfric Stormcloak, The Tongues of the Dragon War, the Greybeards atop The Throat of the World at High Hrothgar, and Svarog, the most recent Dragonborn in history.
Anyone can learn the Thu'um with enough time and dedication. However, a person marked as Dragonborn has an innate skill with the Thu'um making it easier to learn and with less time dedication.
A person who learns the Thu'um can use Shouts that they have learned. After using a single shout, they must complete a long rest before they may use another Shout.
A novice Dragonborn may use any of his/her shouts twice before needing to complete a long rest. As a Dragonborn gains more control and power, they will be able to use Shouts more often as well as gain other benefits. A Dragonborn's power advances as follows:
Upon receiving the knowledge of their first shout, engaging in their first combat with a dragon, or otherwise having their first introduction to the training of the Thu'um, the prospective Dragonborn rolls 1d100. There is a 25% chance (76-100) that they gain the power of the Thu'um. At which point, they become a Novice. As a Novice, they may use 2 Shouts per day.
Novice: 2 Shouts per day. All shouts have the Whispered tier of effect when you use them.
Acquired after consuming 10 Dragon Souls; Acolyte: 2 Shouts per day
Acquired after consuming 15 Dragon Souls; Apprentice: 3 Shouts per day, can speak or whisper their shouts, for different tiers of effect.
Acquired after consuming 25 Dragon Souls;Adept: 4 Shouts per day
Acquired after consuming 40 Dragon Souls;Master: 5 Shouts per day
Acquired after consuming 60 Dragon Souls;Grandmaster: 6 Shouts per day, Can Whisper, Speak, or Yell their shouts, for diversified effect.
(The Thu'um is not an ability, but a parent skill of Shouts. There is no effect to create from the Thu'um, just each individual Shout's abilities. Like a spell, many Shouts have a saving throw to make, and the DC for each shout is determined as such:
8 + your proficiency bonus + your Charisma Modifier.
If an attack roll is required by a shout, likewise, your attack modifier is your proficiency modifier + your Charisma modifier. )