BR:Way of the Voice

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A Nord uses the Voice to push back his foes

Way of the Voice

The monks of High Hrothgar are the most famous practitioners of the Way of the Voice. These philosophical monks, known as the Greybeards, spend most of their time in silent meditation, isolated atop Skyrim's largest mountain, the Throat of the World.

The Greybeards believe in using the Voice to attain enlightenment, rather than as a tool of war. This doesn't mean that they teach pacifism, only that the Voice can be used more more than just simple violence. They believe that those who can wield the Voice should only do so in times of true need.

Way of the Voice Features
Level Feature
3rd Discipline of the Voice, Minor Thu'um, Dragon Shouts (2)
6th Passage of Knowledge, Dragon Shouts (4)
11th Speed of 7,000 Steps, Dragon Shouts (6)
17th Might of the Tongues, Dragon Shouts (8)

Discipline of the Voice

3rd-level Way of the Voice feature
You learn how to harness the power of the dragon tongue to form powerful shouts. A shout requires you to spend stamina points each time you use one. When you use a shout that requires you to expend 2 stamina points or less, you can choose not to expend any stamina points a number of times equal to half your proficiency bonus (rounded up). Once you use the specified number of shouts in this way, you can’t do so again until you finish a long rest.

Shouts. You know the Unrelenting Force shout and two other shouts of your choice, which are detailed in the “Dragon Shouts” section at the end of the subclass description. You learn two additional shouts of your choice at 6th, 11th, and 17th level. Whenever you gain a level in this class, you can choose one of the dragon shouts you know and replace it with another dragon shout that you could learn at that level.

Using Words of Power. The Thu'um is a form of magic which uses words from the draconic language to form powerful shouts. While the effects of a dragon shout are considered spells, they break some of the rules of spellcasting:

  • You require the ability to speak to be able to use a dragon shout.
  • You do not require to use somatic or material components to cast spells as a dragon shout.
  • Dragon shouts that create spells or effects that have a duration longer than instantaneous do not require concentration to maintain. You can only have one effect active at a time and any effects immediately end if you are incapacitated or cast another shout with a duration longer than instantaneous.
  • You can only use one shout on each turn.

You use your Stamina save DC for any shouts or spells that require a saving throw to resist its effects. Once you reach 5th level in this class, you can spend additional stamina points to increase the power of a shout that you cast, provided that it has an enhanced effect, as Unrelenting Force does. The maximum number of stamina points you can spend to cast a shout in this way (including its base stamina point cost and any additional stamina points you spend to increase its effect) is determined by your monk level, as shown in the Maximum Stamina Points table below.

Maximum Stamina Points
Monk Level Max. Stamina Points for a Shout
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6


In addition, you learn the Dovahzul language if you do not know it already.

Minor Thu’um

3rd-level Way of the Voice feature
Your voice becomes a dangerous weapon if not used with great care. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Willpower modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. This special attack is considered a monk weapon for you. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Passage of Knowledge

6th-level Way of the Voice feature
Your understanding of the voice allows you to temporarily teach it to others. As an action, you whisper one of the dragon shouts you know to a creature within 5 feet of you that can speak and knows at least one language, filling its mind with the words of power. That creature can use this shout using your Stamina save DC once before it finishes a long rest. You expend stamina points for the shout as normal. You cannot spend more than 3 stamina points to use this feature. Once the shout is used, the knowledge of it vanishes from the creature’s mind. Once you use this feature, you cannot use it again until you finish a long rest.

Speed of the 7,000 Steps

11th-level Way of the Voice feature
Your understanding of the Thu’um allows you to combine it with your martial arts. When you use a Dragon Shout, you can make an unarmed strike or use Flurry of Blows, as if you had used a monk weapon or an unarmed strike. In addition, you may use your Minor Thu’um feature as a bonus action after attacking with a monk weapon or an unarmed strike.

Might of the Tongues

17th-level Way of the Voice feature
You can tap deep into your knowledge of the voice to destroy your enemies in times of true need. When you use a Dragon Shout without expending any stamina points, treat the shout as if you had spent 3 stamina points.

Dragon Shouts

The dragon shouts are presented in alphabetical order. If a shout has prerequisites, you must meet them to learn it. You can learn the shout at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Animal Allegiance (Raan Mir Tah)

Prerequisite: 6th level
As an action, You can spend 2 stamina points to summon beasts of the wild. You conjure fey spirits that take on the form of Beasts, as though you had cast the conjure animals spell at 3rd level. The number of creatures that appear is twice as many if you spend 2 additional stamina points, three times as many with 3 additional stamina points, and four times as many with 4 additional stamina points.

Aura Whisper (Laas Yah Nir)

As an action, you can spend 1 stamina point to whisper a short phrase, revealing all life forces to yourself, as though you had cast the detect life spell. The range increases by 10 feet for each additional stamina point you spend.

Battle Fury (Mid Vur Shaan)

Prerequisite: 6th level
As a bonus action, you can spend 1 stamina point to enchant your allies’ weapons, allowing them to make a quick attack. One creature of your choice that is within 30 feet of you can immediately use their reaction to make a weapon attack.

One additional creature within 30 feet of you can use their reaction to make a weapon attack for each additional stamina point you spend.

Become Ethereal (Feim Zii Gron)

Prerequisite: 11th level
As an action, you can spend 3 stamina points to speak to the void, changing your form. Until the end of your next turn, you gain the effects as though you had cast the etherealness spell and you are immune to all damage except psychic.

Call of Valor (Hun Kaal Zoor)

Prerequisite: 6th level
As an action, you can spend 2 stamina points to summon a valiant warrior of ages past that journeys beyond space and time to aid you. The spirit appears in an unoccupied space that you can see within 60 feet of you. The spirit is considered to be a Celestial and it disappears after 1 minute, when it drops to 0 hit points, or if you become unconscious.

The summoned spirit is friendly to you and your companions. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue it (no action required by you). If you don’t issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions. See this creature’s game statistics in the Valiant Warrior stat block (Enemies of Elsweyr), but you add your level to its hit points and half your proficiency bonus to its attack roll and damage roll.

Clear Skies (Lok Vah Koor)

As an action, you can spend 1 stamina point to use your voice to dispel any natural or magical inclement weather that you can see within 1 mile, forcing only clear skies to remain. Clouds of fog, mist, or other natural or magical weather effects also end. The range increases by a mile for each additional stamina point you spend. To end weather effects created by spells like call lightning or storm of vengeance, you must spend 1 additional stamina point per spell level above 1st.

Cyclone (Ven Gar Nos)

Prerequisite: 14th level
As an action, you can spend 4 stamina points to create a whirling 5-foot radius cyclone that appears in a location within 60 feet of you that you can see. When the cyclone appears, each creature within 5 feet of it must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful save. A creature must repeat this save when it comes within 5 feet of the cyclone for the first time on a turn or ends its turn there.

Once per turn, you can move the cyclone up to 30 feet in any direction (no action required). The cyclone heavily obscures its area and sucks up any small materials, such as loose rocks, sand, or coins, within a 10-foot radius of it. The cyclone ends after one minute, if you end it as an action or if you are incapacitated. The damage increases by 1d8 for each additional stamina point you spend.

Disarm (Zun Haal Viik)

Prerequisite: 6th level
As an action, you use 2 stamina points to create a shout that defies matter. One creature of your choice that you can see within 30 feet of you must make a Strength saving throw. On a failed save, the creature drops one object of your choice it is holding in its hands and the object lands at a point of your choosing within 15 feet of the target. On a successful save, the creature continues to hold on to the objects in their hands, but they have disadvantage on any rolls made using the object, such as weapon attacks, until the end of their next turn.

Dismay (Faas Ru Maar)

Prerequisite: 10th level
As an action, you can spend 2 stamina points to speak a force of terror. You use your voice to frighten a creature as though you had cast the fear spell at 3rd level.

Dragon Aspect (Mul Qah Diiv)

Prerequisite: 14th level
As a bonus action, you can spend 6 stamina points to take on the aspect of a dragon for 1 minute. You gain mystical dragon hide armor and your AC can’t be less than 20. This armor does not interfere with unarmed movement or any other monk features. Additionally, each of your weapon, spell, and unarmed attacks gain a +2 bonus to attack and damage rolls, and your stamina save DC increases by 2.

Elemental Breath

Prerequisite: 6th level
You can spend 2 stamina points to exhale an element of your choice. Choose either fire, cold or lightning. Each creature in a 15-foot cone must make an Agility saving throw. A creature takes 4d8 elemental damage on a failed save, and half as much on a successful one. The shouts are: Fire Breath (Yol Toor Shul), Frost Breath (Fo Krah Diin) and Storm Breath (Sov Ag Slen). The damage increases by 1d8 and the size of its cone increases by 15 feet for each additional stamina point you spend.

Elemental Fury (Su Grah Dun)

Prerequisite: 11th level
As a bonus action, you spend 3 stamina points to imbue yourself with the speed of the wind. You cast the haste spell on yourself, but after the spell ends you do not experience a wave of lethargy.

Ice Form (Iiz Slen Nus)

Prerequisite: 14th level
As an action, you can spend 4 stamina points to freeze a creature. One creature of your choice that you can see within 90 feet of you must succeed on an Endurance saving throw or take 4d8 cold damage and be encased in a shell of ice. The encased creature is immobilized and can't speak, hear, move, or take any actions. The creature takes this damage again at the start of its turn while encased. The creature restrained by this spell must make another Endurance saving throw at the end of each of their turns to try and break free. If it successfully saves against this effect three times, the effect ends. If it fails its save three times, the frost hardens and the creature is subjected to the frozen condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

While the effect is active, the frost shell has an AC of 10 and has 30 hit points. When the frost shell reaches 0 hit points, the shell breaks, ending the effect. A dispel magic spell can also end the effects. The damage increases by 1d8 for each additional stamina point you spend.

Kyne’s Peace (Kaan Drem Ov)

As an action, you can spend 1 stamina point to speak to a group of animals to soothe them. Each Beast that is within 60 feet of you and can hear you must make a Personality saving throw; a creature can choose to fail this saving throw if it wishes. If the creature fails the saving throw, any effect causing the target to be charmed or frightened ends, and the target becomes indifferent about any creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. The creature becomes hostile again after 1 minute, unless the GM rules otherwise. The duration increases by 1 minute for each additional stamina point you spend.

Marked for Death (Krii Lun Aus)

As a bonus action, you can spend 1 stamina point to mark a creature as though you cast the hunter’s mark spell at 1st level. The duration increases to 8 hours if you spend an additional stamina point, and to 24 hours if you spend 2 additional stamina points.

Return to Nirn (Nahl Dal Vus)

Prerequisite: 17th level
As an action, you can spend 6 stamina points to travel instantly from any plane that you are currently on and return to Nirn. You and up to 10 willing creatures within 30 feet of you can choose to return to a specific location that you have seen before. If you are currently on Nirn, this spell automatically fails.

Slow Time (Tiid Klo Ul)

Prerequisite: 11th level
As a free action on your turn, you spend 6 stamina points to slow down time for all creatures but yourself. You get 1 additional action, bonus action, and reaction until the start of your next turn.

Phantom Form (Fiik Loh Sah)

You can spend 2 stamina points to split your form into several spaces at once, as though you cast the mirror image spell.

Storm Call (Strun Bah Qo)

Prerequisite: 6th level
As an action, you can spend 2 stamina points to awaken the destructive force of Nirn. You summon a storm as though you had cast the call lightning spell at 3rd level. The damage increases by 1d10 for each additional stamina point you spend.

Unrelenting Force (Fus Ro Dah)

As an action, you can spend 1 stamina point to exhale a blast of force in a 30-foot cone. Each creature in that cone must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage, is knocked back 20 feet, and falls prone. On a successful save, the creature takes half as much damage, isn’t knocked back, and remains standing. The damage increases by 1d6 for each additional stamina point you spend.

Whirlwind Sprint (Wuld Nah Kest)

You can use a bonus action to spend 1 stamina point to move up to your speed without expending any movement. This movement allows you to cross over gaps and liquids as if you were on solid ground, provided the movement ends on solid ground. Any opportunity attacks made against you have disadvantage until the end of your turn.