Base Class: Fighter
DESCRIPTION TO BE DONE LATER
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the abjuration and evocation spells on the bard spell list.
The Spells Known column of the Skald Spellcasting table shows when you learn more wizard spells of 1st level or higher.
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 wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since you learn your spells through study and memorization. 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
Bon Mot
A witty remark, a well-placed insult, a fitting one-liner. You seem to know what to say and when to say it to put someone off balance.
You gain a number of Skaldic Demoralization dice equal to your Charisma modifier, which expended uses recover at the end of a short rest. This die begins at a d6, and increases to a d8 at level 7 and a d10 at level 15.
As a bonus action, you can expend a Demoralization die to grant it to a creature hostile to you. Over the next minute, you may deliver your Bon Mot, reducing the result of their attack roll, damage roll, or ability check by the number rolled on the die. A creature can only possess one Demoralization die.
Insightful Incision
Starting at 7th level, you gain proficiency in the Insight skill, as you learn how to interpret certain social cues and body language of others. If you are already proficient in Insight, choose one of Persuasion, Deception, Performance, or a skill in the list of skills available to the Fighter.
In addition, once per short rest, you may make a remark upon the present conversation. This remark can be anything that could possibly startle or confound your conversation mates, such as a backhanded compliment, a rejection of the subject matter, or even just a really loud yawn.
This incisive remark disrupts the conversation, allowing you to either change the topic being discussed to one you're more willing to discuss, or gives you a moment to make an Insight check to glean some information about your conversation mates in regards to the topic of conversation.
Inspiring Resolve
At 10th level, your martial prowess and charming demeanor makes those around you want to redouble their efforts when you do so yourself.
When you use your Second Wind, Action Surge, or Indomitable features, choose an ally within 60 feet. They gain a Bardic Inspiration die equal in size to your Skaldic Demoralization die, which functions exactly like the Bard feature of the same name.
War Magic
Starting at 15th level, when you cast a cantrip as an action, you can make a weapon attack with your bonus action.
In addition, when you cast a spell of 1st level or higher as an action, you can make a number of weapon attacks equal to the spell's level, up to a maximum of the number of attacks you can make with the Attack Action, with your bonus action.
Improved Bon Mot
Starting at 15th level, you can now apply your Skaldic Demoralization die to an affected target's saving throw. However, the result of the die is halved (rounded up). For example, a 3 on a d8 results in a reduction of 2 to the target's saving throw.
Riddle of the Ages
As storytellers, poets, legend tellers and lore keepers, you are well-versed in the stories of heroes and villains, the rise and fall if heroism and villainy, and the need for one to bear witness to the story for it to be told. And Skalds are keenly aware of the roles that they play in the grand story of life, and as such, eventually come to embody these stories and legends.
Starting at 18th level, your understanding of the stories of old has led you to understand what it takes to become legend. You gain a bonus to your Armor Class and your saving throws equal to your Charisma Modifier (minimum 1).
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