Tradition of the Voice in Mannaheim | World Anvil
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Tradition of the Voice

Skálds of the Tradition of the Voice ridicule paltry singers and tellers of tawdry tales. To them, their voice is their instrument, and the ancient words they speak their performance. Skálds of this tradition are regarded with reverence, for those with the power to join it speak their will into reality. The hills shake with their bellowed incantations, which warp the world to suit their whims. When these skálds speak, even the mightiest creatures fall before their words.
  Shouts When you join the Tradition of the Voice at 3rd level, the power of your voice adds new spells to your arsenal and alters your existing ones. You can learn the spells on the shouts table when you reach the appropriate level in this class, and if they are not skáld spells already they are considered skáld spells for you. These spells are shouts, and do not require material or somatic components.
  In addition to spell slots, you can expend a bardic inspiration die to attempt to cast a shout at its lowest level. Roll the die. If the result is equal to or exceeds the level of the spell, you cast it.
  Spells marked with a * on the table are already on the skáld spell list. When you cast a shout, it has a verbal component added if it does not already have one, and the sound of your voice booms like thunder. All creatures within 300 feet hear you when you cast a spell on the shout table in this way.
  Bard Level Spells 1st animal friendship, faerie fire* 3rd dragon's breath, earthbind 5th call lightning, fear* 7th dominate beast, stoneskin 9th dominate person, hold monster* 11th soul cage,XGE tenser's transformationXGE 13th whirlwind,XGE etherealness* Bard Level Spells 15th dominate monster*, control weather 17th meteor swarm, time stop
  Tongue of the Ancients Starting at 3rd level, you choose the language that forms your shouts. You learn one of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, or Sylvan. When you use a shout, you speak the verbal component in this language. You also know comprehend languages and can cast it at will, without expending a spell slot.
  Thundering Yell Starting at 6th level you can project your voice as a weapon. As an action, you expend a 1st-level spell slot and force each creature in a 30-foot cone to make a Constitution saving throw against your Bard spell save DC. On a failed save, a target takes 2d8 thunder damage, is pushed a number of feet equal to 5 times your Charisma modifier (a minimum of 5 feet), and is knocked prone. On a success, a creature takes half damage and is not moved or knocked prone. For every spell slot higher than 1st, the damage increases by 1d8.
  Legend Rend Starting at 14th level, you learn words of power that force the mightiest creatures to comprehend their own mortality. You can use an action to scream those words to one creature within 100 feet of you that can hear you. That creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the target temporarily loses any resistances to damage and immunities to conditions, and has disadvantage on all saving throws. This effect ends after 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot use a Legendary Resistance, if it has one, to succeed on saving throws against this feature.
  You can use this feature once, and regain all expended uses after you finish a long rest.

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