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College of The Voice

This document describes the College of the Voice bard subclass. It gains the ability to cast spells through shouts without components at higher levels. Shouts add spells to its arsenal and can be cast using bardic inspiration. Features include understanding ancient languages, a damaging yell, and words that strip resistances from creatures.

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0% found this document useful (0 votes)
182 views1 page

College of The Voice

This document describes the College of the Voice bard subclass. It gains the ability to cast spells through shouts without components at higher levels. Shouts add spells to its arsenal and can be cast using bardic inspiration. Features include understanding ancient languages, a damaging yell, and words that strip resistances from creatures.

Uploaded by

Big Boss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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College of the Voice

Bard Level Spells


"Words carry weight. Mine moreso than yours."

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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