Base Class: Barbarian
Skaldic warriors are fierce and primal barbarians who possess a deep connection to the traditions and stories of their people. They are the keepers of tribal knowledge, preserving the legends and lore of their ancestors through epic songs and poems and preside over the rituals for good hunting and victory over the enemy. Skaldic warriors draw upon their rich cultural heritage to bolster their own abilities and those of their allies.
Spellcasting
At 3rd level, you learn to use your voice to inspire and empower yourself and your allies. You gain the ability to cast spells using ritualistic chants, which you can perform as a bonus action during combat. These spells must be chosen from the bard spell list. See chapter 10 of the Player Handbook for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Path of the Skaldic Warrior spellcasting 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 lst-level spell shield and have a l st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three l st-level bard spells of your choice, two of which you must choose from the evocation spells on the bard spell list. The Spells Known column of the Path of the Skaldic Warrior Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. 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
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
Spellcasting and Raging
When you are raging , you may cast and maintain your concentration on spells and cantrips that you know from this class. In addition, you may add your rage damage to any spell or cantrip that requires a melee attack roll. This benefit does not extend to any spells you may know or have prepared from any other class.
| Skaldic Warrior Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Barbarian Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
| 3rd | 2 | 3 | 2 | - | - | - | ||||
| 4th | 2 | 4 | 3 | - | - | - | ||||
| 5th | 2 | 4 | 3 | - | - | - | ||||
| 6th | 2 | 4 | 3 | - | - | - | ||||
| 7th | 2 | 5 | 4 | 2 | - | - | ||||
| 8th | 2 | 6 | 4 | 2 | - | - | ||||
| 9th | 2 | 6 | 4 | 2 | - | - | ||||
| 10th | 3 | 7 | 4 | 3 | - | - | ||||
| 11th | 3 | 8 | 4 | 3 | - | - | ||||
| 12th | 3 | 8 | 4 | 3 | - | - | ||||
| 13th | 3 | 9 | 4 | 3 | 2 | - | ||||
| 14th | 3 | 10 | 4 | 3 | 2 | - | ||||
| 15th | 3 | 10 | 4 | 3 | 2 | - | ||||
| 16th | 3 | 11 | 4 | 3 | 3 | - | ||||
| 17th | 3 | 11 | 4 | 3 | 3 | - | ||||
| 18th | 3 | 11 | 4 | 3 | 3 | - | ||||
| 19th | 3 | 12 | 4 | 3 | 3 | 1 | ||||
| 20th | 3 | 13 | 4 | 3 | 3 | 1 | ||||
Bonus Proficiency
At 3rd level, when you choose this subclass, you gain proficiency in the Performance skill. Additionally, you gain proficiency with one musical instrument of your choice.
Taleweaver
Starting at 6th level, you become an expert storyteller and a master of wordplay. You gain proficiency in the Deception and Persuasion skills, and you can add your proficiency bonus to any Charisma checks made to persuade or deceive through storytelling.
Furthermore, as an action, you can weave a tale of courage and inspiration that fills yourself and all friendly creatures within 30 feet with renewed vigor. For the next minute, affected creatures gain temporary hit points equal to your Barbarian level + your Charisma modifier.
Legacy of the Ancestors
At 10th level, you gain the ability to tap into the ancestral knowledge and powers of your people. Once per long rest, you can use an action to call upon the spirits of your ancestors to grant you a boon. Roll a d6 and consult the table below:
- Frenzy: You enter a frenzied rage, gaining an additional attack on each of your turns for the next minute.
- Inspiration: You gain the effects of the Bless spell for the next minute.
- Endurance: You gain resistance to bludgeoning, piercing, and slashing damage for the next minute.
- Knowledge: You gain proficiency in one skill or tool of your choice for the next hour.
- Blessing: You gain advantage on your next attack roll, saving throw, or ability check.
- Fury: You gain advantage on all melee weapon attack rolls for the next minute.
At 14th level, you can use this feature twice per long rest.
Yodel of the Warrior
Starting at 14th level, you gain the ability to unleash a fearsome yodel that sends your enemies running in terror. As an action, you can let out a powerful yodel that can be heard up to 300 feet away. All enemies within 60 feet of you that can hear the yodel must make a Wisdom saving throw against your spell save DC (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. A creature that succeeds on the saving throw is immune to your Yodel of the Warrior for the next 24 hours.
While a creature is frightened of you, it has disadvantage on ability checks and attack rolls while it can see or hear you, and it can't willingly move closer to you. The creature can use its action to make a Wisdom saving throw against your spell save DC. On a successful save, the effect ends for that creature.
Once you use this feature, you can't use it again until you finish a long rest.
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