I recently converted the Pathfinder hybrid class Skald, which is a combo of bard and barb, to 5E. It is essentially complete, aside from feedback, playtesting, and some rewriting to make the style consistent (and maybe 4th subclass I'll add soon). I tried to make it feel like a 5E class (and attempted to balance it to 5E classes) while still retaining the flavor of the original Pathfinder abilities. Here (http://homebrewery.naturalcrit.com/share/Sk7k7QFON-) is the link.
I'm especially looking for feedback on the following things:
1. Naming, especially the subclass names
2. Balance: Overall does it seem reasonable for a 5E class? Any abilities that stick out as too strong? I'm mostly looking for thoughts of fellow experienced players, although it would be awesome if you're interested in playtesting it.
3. Ideas for some system for replacing ragesong system with points of some sort.
Thank you for looking at this and I hope to hear from you with feedback! Also, if someone is interested in doing cover art, let me know
Edit: I see a decent amount of people have taken a look, I'd greatly appreciate any type of feedback, regardless of your level of experience. Even small suggestions are very helpful!
I had a try at making it a little simpler. Here's a look at my tweaked version, although it's not perfect. I still need to think of something to replace the 20th level feature. I made a lot of changes to the Inspiring Rage, because it was very complex for 5e.
Hit Points:
Hit dice: 1d10 per level
Hit Points at 1 Level: 10 + your Constitution modifier.
Hit Points at Higher Levels:1d10 (or 6) + your Constitution modifier per level after 1.
Proficiencies:
light and medium armor
simple and martial weapons
1 musical instrument of your choice
Saving Throws: CON & CHA
Skills: History, and any two of the following: Animal handling, Athletics, Intimidation, Nature, Perception, Performance, Persuasion, and Survival
Equipment:
any martial weapon
(a) leather armor or (b) scale mail
(a) explorer's pack or (b) entertainers pack
1 musical instrument that you are proficient with
Raging Song:
On your turn you may enter a Raging Song as an action. When you do, choose a song from the list below for which you meet the Skald level requirement. The song lasts for 1 minute, although it ends early if you become incapacitated, or if you choose to end it on your turn as a free action. You may use Raging Song a number of times per long rest as per the class table. During a Raging Song, the following apply:
It may effect any number of allies within 30 ft. of you that are able to hear you.
An effected ally decides at the start of each of their turns whether or not to gain the effects of a Raging Song.
You are unable to concentrate on spells during a Raging Song.
Songs:
Inspired Rage: (At 1 level) affected allies gain advantage on strength-based weapon attacks, however any attack rolls made against them until the start of their next turn are made with advantage.
Song of Marching: (At 3 level) affected allies ignore difficult terrain and may take the dash action as a bonus action.
Song of Strength: (At 6 level) affected allies have advantage on strength saving throws and strenght-based skill checks. They gain an additional 1d6 to damage rolls with strength-based weapon attacks.
Dirge of Doom: (At 10 level) affected allies have advantage on intimidation checks. As an action they may attempt to intimidate a target creature within 30 ft. that can see and hear them. The target creature must succeed a contested intimidation roll or become Frightened of the affected ally.
Song of the Fallen: (14 level) the first time an ally chooses to gain the effects of this Raging Song, they gain temporary hit points equal to the Skald's level. Additionally, an ally at 0 hit points that chooses to gain the effects of this Raging Song regains 1 hit point. Once an ally chooses to gain either of these effects, they cannot choose to gain that effect again for 1 minute.
Jack of All Trades:
Starting at 2 level, you can add half of your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Spellcasting:
By the time you reach 2nd level, you have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Spell Slots:
The Skald table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1 Level and Higher:
You know four 1st-level spells of your choice from the skald spell list. The Spells Known column of the Skald table shows when you learn more skald spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the skald spells you know and replace it with another spell from the skald spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability:
Charisma is your spellcasting ability for your skald spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a musical instrument (found in chapter 5) as a spellcasting focus for your skald spells.
Techniques:
At 3rd level, you learn two techniques. You learnmore when you level up according to the class table.When you level up as a Skald, you may replace a technique with a different technique.
Booming Voice:Your voice becomes louder and starts to boom. The range of your Raging Song is increased by 10 feet. You also gain advantage on Charisma checks made to gain the attention of a crowd.
Inspired Insults: During you Raging Song, you are able to make insulting remarks about your enemies that leave them in pain. You may cast Viscious Mockery as a bonus action, although the damage is fixed at 1d4 + Charisma modifer psychic damage, regardless of character level.
Enduring Stamina: The duration of your Raging Song is extended by a number of rounds equal to your Charisma modifier + your Constitution modifier.
Shared Defiance: (14 level, style of defiance) Allies affected by your Raging Song may add 1d6 to any saving throws made to resist magic and magical effects.
Antispell:
At 3rd level, you gain the ability to stop spells being cast during your Raging Song. When a spell is cast by a creature that can hear your Raging Song, you may spend your reaction to make a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect. You may use this feature a number of times equal to 1+ your Charisma modifier. You regain expended uses during a short or long rest.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Magical Weapons:
Beginning at 6 level, during your Raging Song, your weapon attacks count as magical for the purpose of overcoming resistance.
Improved Raging Song:
Beginning at 7th level, you may start a Raging Song as a bonus action instead of an action.
Rage Resistance:
Beginning at 11 level, during a Raging Song, you have resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
Magic Sapper:
Beginning at 14 level, whenever you are affected by a spell that was not cast by you, you gain temporary HP equal to the level of the spell. Additionally, during your Raging Song, you have advantage on saving throws against magic and magical effects.
Loremaster:
At 15th level, your ability to handle a myriad of different skills peaks. When you roll an ability check, you may choose to use your Charisma ability score in place of the roll. You must take a short or long rest before you can use this feature again.
Indomitable Might:
At 18 level, if your result for a Strength check or Strength Saving throw is lower than your Strength Score, you may use that score in place of your initial result.
I had a try at making it a little simpler. Here's a look at my tweaked version, although it's not perfect. I still need to think of something to replace the 20th level feature. I made a lot of changes to the Inspiring Rage, because it was very complex for 5e.
Hit Points:
Hit dice: 1d10 per level
Hit Points at 1<sup>st</sup> Level: 10 + your Constitution modifier.
Hit Points at Higher Levels:1d10 (or 6) + your Constitution modifier per level after 1<sup>st</sup>.
Proficiencies:
light and medium armor
simple and martial weapons
1 musical instrument of your choice
Saving Throws: CON & CHA
Skills: History, and any two of the following: Animal handling, Athletics, Intimidation, Nature, Perception, Performance, Persuasion, and Survival
Equipment:
any martial weapon
(a) leather armor or (b) scale mail
(a) explorer's pack or (b) entertainers pack
1 musical instrument that you are proficient with
Raging Song:
On your turn you may enter a Raging Song as an action. When you do, choose a song from the list below for which you meet the Skald level requirement. The song lasts for 1 minute, although it ends early if you become incapacitated, or if you choose to end it on your turn as a free action. You may use Raging Song a number of times per long rest as per the class table. During a Raging Song, the following apply:
It may effect any number of allies within 30 ft. of you that are able to hear you.
An effected ally decides at the start of each of their turns whether or not to gain the effects of a Raging Song.
Effect is a noun. Affect is a verb. You want affect, not effect.
You are unable to concentrate on spells during a Raging Song.
Songs:
Inspired Rage: (At 1<sup>st</sup> level) affected allies gain advantage on strength-based weapon attacks, however any attack rolls made against them until the start of their next turn are made with advantage.
Song of Marching: (At 3<sup>rd</sup> level) affected allies ignore difficult terrain and may take the dash action as a bonus action.
Song of Strength: (At 6<sup>th</sup> level) affected allies have advantage on strength saving throws and strenght-based skill checks. They gain an additional 1d6 to damage rolls with strength-based weapon attacks.
Capitalize actions (like Dash) and ability scores (like Strength). And make sure you've got everything spelled right.
Dirge of Doom: (At 10<sup>th</sup> level) affected allies have advantage on intimidation checks. As an action they may attempt to intimidate a target creature within 30 ft. that can see and hear them. The target creature must succeed a contested intimidation roll or become Frightened of the affected ally.
You do capitalize skills (like Intimidation), you don't capitalize conditions (like frightened), it's a "contest of Intimidation checks," and there should be an on after that succeed.
Song of the Fallen: (14<sup>th</sup> level) the first time an ally chooses to gain the effects of this Raging Song, they gain temporary hit points equal to the Skald's level. Additionally, an ally at 0 hit points that chooses to gain the effects of this Raging Song regains 1 hit point. Once an ally chooses to gain either of these effects, they cannot choose to gain that effect again for 1 minute.
It's "equal to your level" or "equal to your skald level," not "equal to the Skald's level".
Jack of All Trades:
Starting at 2<sup>nd</sup> level, you can add half of your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Spellcasting:
By the time you reach 2nd level, you have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Spell Slots:
The Skald table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1<sup>st</sup> Level and Higher:
You know four 1st-level spells of your choice from the skald spell list. The Spells Known column of the Skald table shows when you learn more skald spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the skald spells you know and replace it with another spell from the skald spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability:
Charisma is your spellcasting ability for your skald spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
You missed an instance of the word bard.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a musical instrument (found in chapter 5) as a spellcasting focus for your skald spells.
Techniques:
At 3rd level, you learn two techniques. You learnmore when you level up according to the class table.When you level up as a Skald, you may replace a technique with a different technique.
Booming Voice:Your voice becomes louder and starts to boom. The range of your Raging Song is increased by 10 feet. You also gain advantage on Charisma checks made to gain the attention of a crowd.
Inspired Insults: During you Raging Song, you are able to make insulting remarks about your enemies that leave them in pain. You may cast Viscious Mockery as a bonus action, although the damage is fixed at 1d4 + Charisma modifer psychic damage, regardless of character level.
Vicious mockery--which you misspelled, by the way--does not naturally add your spellcasting ability modifier to its damage. And a single-classed, featless skald doesn't actually know it.
Enduring Stamina: The duration of your Raging Song is extended by a number of rounds equal to your Charisma modifier + your Constitution modifier.
Shared Defiance: (14<sup>th</sup> level, style of defiance) Allies affected by your Raging Song may add 1d6 to any saving throws made to resist magic and magical effects.
Borrow the wording from resistance and adjust appropriately.
Antispell:
At 3rd level, you gain the ability to stop spells being cast during your Raging Song. When a spell is cast by a creature that can hear your Raging Song, you may spend your reaction to make a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect. You may use this feature a number of times equal to 1+ your Charisma modifier. You regain expended uses during a short or long rest.
What if my Charisma modifier is -1? Do I still get to use Antispell (one of the worst names I've ever seen, but I'm pretty sure I don't need to say so)? And what does "during a short or long rest" mean, exactly?
And did you just give skalds the ability to counter spells (note that counter doesn't have any rules meaning in D&D 5e; you got that right, at least) two levels before full casters? Not that I'm complaining or anything, mind you; I'm just a bit surprised.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Magical Weapons:
Beginning at 6<sup>th</sup> level, during your Raging Song, your weapon attacks count as magical for the purpose of overcoming resistance.
Improved Raging Song:
Beginning at 7th level, you may start a Raging Song as a bonus action instead of an action.
Rage Resistance:
Beginning at 11<sup>th</sup> level, during a Raging Song, you have resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
Magic Sapper:
Beginning at 14<sup>th</sup> level, whenever you are affected by a spell that was not cast by you, you gain temporary HP equal to the level of the spell.
It's "a number of temporary hit points equal to," not "temporary hit points equal to". And you can't assume that everyone will know that "temporary HP" means "temporary hit points".
Additionally, during your Raging Song, you have advantage on saving throws against magic and magical effects.
It's normally phrased "spells and magical effects," but okay. . .
Loremaster:
At 15th level, your ability to handle a myriad of different skills peaks. When you roll an ability check, you may choose to use your Charisma ability score in place of the roll. You must take a short or long rest before you can use this feature again.
Just "Charisma score" will do.
Indomitable Might:
At 18<sup>th</sup> level, if your result for a Strength check or Strength Saving throw is lower than your Strength Score, you may use that score in place of your initial result.
Don't capitalize score or saving throw. Actually, I'm rather worried that you managed to do that to something you could easily have copied directly from the barbarian.
Master Skald:
At 20<sup>th</sup> level, …
How about removing the limitations from your 1st- to 19th-level features?
Hey everyone,
I recently converted the Pathfinder hybrid class Skald, which is a combo of bard and barb, to 5E. It is essentially complete, aside from feedback, playtesting, and some rewriting to make the style consistent (and maybe 4th subclass I'll add soon). I tried to make it feel like a 5E class (and attempted to balance it to 5E classes) while still retaining the flavor of the original Pathfinder abilities. Here (http://homebrewery.naturalcrit.com/share/Sk7k7QFON-) is the link.
I'm especially looking for feedback on the following things:
1. Naming, especially the subclass names
2. Balance: Overall does it seem reasonable for a 5E class? Any abilities that stick out as too strong? I'm mostly looking for thoughts of fellow experienced players, although it would be awesome if you're interested in playtesting it.
3. Ideas for some system for replacing ragesong system with points of some sort.
Thank you for looking at this and I hope to hear from you with feedback! Also, if someone is interested in doing cover art, let me know
Edit: I see a decent amount of people have taken a look, I'd greatly appreciate any type of feedback, regardless of your level of experience. Even small suggestions are very helpful!
I had a try at making it a little simpler. Here's a look at my tweaked version, although it's not perfect. I still need to think of something to replace the 20th level feature. I made a lot of changes to the Inspiring Rage, because it was very complex for 5e.
Hit Points:
Hit dice: 1d10 per level
Hit Points at 1 Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1.
Proficiencies:
light and medium armor
simple and martial weapons
1 musical instrument of your choice
Saving Throws: CON & CHA
Skills: History, and any two of the following: Animal handling, Athletics, Intimidation, Nature, Perception, Performance, Persuasion, and Survival
Equipment:
any martial weapon
(a) leather armor or (b) scale mail
(a) explorer's pack or (b) entertainers pack
1 musical instrument that you are proficient with
Raging Song:
On your turn you may enter a Raging Song as an action. When you do, choose a song from the list below for which you meet the Skald level requirement. The song lasts for 1 minute, although it ends early if you become incapacitated, or if you choose to end it on your turn as a free action. You may use Raging Song a number of times per long rest as per the class table. During a Raging Song, the following apply:
It may effect any number of allies within 30 ft. of you that are able to hear you.
An effected ally decides at the start of each of their turns whether or not to gain the effects of a Raging Song.
You are unable to concentrate on spells during a Raging Song.
Songs:
Inspired Rage: (At 1 level) affected allies gain advantage on strength-based weapon attacks, however any attack rolls made against them until the start of their next turn are made with advantage.
Song of Marching: (At 3 level) affected allies ignore difficult terrain and may take the dash action as a bonus action.
Song of Strength: (At 6 level) affected allies have advantage on strength saving throws and strenght-based skill checks. They gain an additional 1d6 to damage rolls with strength-based weapon attacks.
Dirge of Doom: (At 10 level) affected allies have advantage on intimidation checks. As an action they may attempt to intimidate a target creature within 30 ft. that can see and hear them. The target creature must succeed a contested intimidation roll or become Frightened of the affected ally.
Song of the Fallen: (14 level) the first time an ally chooses to gain the effects of this Raging Song, they gain temporary hit points equal to the Skald's level. Additionally, an ally at 0 hit points that chooses to gain the effects of this Raging Song regains 1 hit point. Once an ally chooses to gain either of these effects, they cannot choose to gain that effect again for 1 minute.
Jack of All Trades:
Starting at 2 level, you can add half of your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Spellcasting:
By the time you reach 2nd level, you have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Spell Slots:
The Skald table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1 Level and Higher:
You know four 1st-level spells of your choice from the skald spell list. The Spells Known column of the Skald table shows when you learn more skald spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the skald spells you know and replace it with another spell from the skald spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability:
Charisma is your spellcasting ability for your skald spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: You can use a musical instrument (found in chapter 5) as a spellcasting focus for your skald spells.
Techniques:
At 3rd level, you learn two techniques. You learn more when you level up according to the class table. When you level up as a Skald, you may replace a technique with a different technique.
Booming Voice:Your voice becomes louder and starts to boom. The range of your Raging Song is increased by 10 feet. You also gain advantage on Charisma checks made to gain the attention of a crowd.
Inspired Insults: During you Raging Song, you are able to make insulting remarks about your enemies that leave them in pain. You may cast Viscious Mockery as a bonus action, although the damage is fixed at 1d4 + Charisma modifer psychic damage, regardless of character level.
Enduring Stamina: The duration of your Raging Song is extended by a number of rounds equal to your Charisma modifier + your Constitution modifier.
Shared Defiance: (14 level, style of defiance) Allies affected by your Raging Song may add 1d6 to any saving throws made to resist magic and magical effects.
Antispell:
At 3rd level, you gain the ability to stop spells being cast during your Raging Song. When a spell is cast by a creature that can hear your Raging Song, you may spend your reaction to make a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect. You may use this feature a number of times equal to 1+ your Charisma modifier. You regain expended uses during a short or long rest.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Magical Weapons:
Beginning at 6 level, during your Raging Song, your weapon attacks count as magical for the purpose of overcoming resistance.
Improved Raging Song:
Beginning at 7th level, you may start a Raging Song as a bonus action instead of an action.
Rage Resistance:
Beginning at 11 level, during a Raging Song, you have resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
Magic Sapper:
Beginning at 14 level, whenever you are affected by a spell that was not cast by you, you gain temporary HP equal to the level of the spell. Additionally, during your Raging Song, you have advantage on saving throws against magic and magical effects.
Loremaster:
At 15th level, your ability to handle a myriad of different skills peaks. When you roll an ability check, you may choose to use your Charisma ability score in place of the roll. You must take a short or long rest before you can use this feature again.
Indomitable Might:
At 18 level, if your result for a Strength check or Strength Saving throw is lower than your Strength Score, you may use that score in place of your initial result.
Master Skald:
At 20 level, …
Effect is a noun. Affect is a verb. You want affect, not effect.
Capitalize actions (like Dash) and ability scores (like Strength). And make sure you've got everything spelled right.
You do capitalize skills (like Intimidation), you don't capitalize conditions (like frightened), it's a "contest of Intimidation checks," and there should be an on after that succeed.
It's "equal to your level" or "equal to your skald level," not "equal to the Skald's level".
You missed an instance of the word bard.
Vicious mockery--which you misspelled, by the way--does not naturally add your spellcasting ability modifier to its damage. And a single-classed, featless skald doesn't actually know it.
Borrow the wording from resistance and adjust appropriately.
What if my Charisma modifier is -1? Do I still get to use Antispell (one of the worst names I've ever seen, but I'm pretty sure I don't need to say so)? And what does "during a short or long rest" mean, exactly?
And did you just give skalds the ability to counter spells (note that counter doesn't have any rules meaning in D&D 5e; you got that right, at least) two levels before full casters? Not that I'm complaining or anything, mind you; I'm just a bit surprised.
It's "a number of temporary hit points equal to," not "temporary hit points equal to". And you can't assume that everyone will know that "temporary HP" means "temporary hit points".
It's normally phrased "spells and magical effects," but okay. . .
Just "Charisma score" will do.
Don't capitalize score or saving throw. Actually, I'm rather worried that you managed to do that to something you could easily have copied directly from the barbarian.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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