Fighter
Base Class: Fighter

The Skald is a fighter with a penchant for performance and an ear for a good story. These wayward warriors weave woefully whimsical words to woo whilst wielding weapons with wrath and wit. Through their adventures, a Skald learns to employ magic to enhance their performative and combat abilities, while simultaneously honing their wordcraft and raw combat abilities. Skalds are not so talented as a properly skilled bard in magic, nor in performative abilities, but their combat training makes them far more capable on the front lines.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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 Skald Spellcasting table shows how many spell slots you have to cast your bard 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 shield and have a 1st-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 1st-level bard spells of your choice.

The Spells Known column of the Skald Spellcasting table shows when you learn more bard spells of 1st level or higher, or any additional paladin smite spell you possess the adequate spell slot level to cast from. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the 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.

Spellcasting Ability

Charisma is your spellcasting ability for your Bard spells, since you learn your spells through imitating the magics denoted in legend. 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

Skald Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

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

Skald Proficiencies

At 3rd level, you have learned the basics of performative arts, and gain proficiency in Charisma (Performance), Intelligence (History), and with one instrument of your choice.

Skaldic Inspiration

At 7th level you have collected enough tales and songs to give you words of inspiration for near any situation. As a bonus action, you may grant one creature that can hear you within 60 feet of you an inspiration die, 1d4. Within the next 10 minutes, the creature may choose to use this die on any one ability check, saving throw, or attack roll they make. The creature may wait until after rolling their d20 to choose to use their inspiration die.

You may use this feature a number of times equal to your Charisma Modifier (a minimum of once), regaining all uses upon completing a long rest.

Your inspiration die increases to 1d6 at 11th level, to 1d8 at 15th level, and finally to 1d10 at 19th level. 

Skaldic Insights

At 10th level, you gain the ability to cast Legend Lore once without need for material components and without expending a spell slot, regaining the ability to cast this spell on completing a long rest. In addition to this, you retain and collect such legends, drawing upon them to grant you additional powers you can utilize to influence the legend you and your companions are weaving. You gain two Skaldic insights at 10th level, and an additional Skaldic Insight at 13th, 16th, and 19th level. Below are the Skaldic Insights you may choose:

Against All Odds
You have heard many tales of underdogs succeeding even in the face of insurmountable peril. As a reaction on a creature's turn within 60 feet of you that can hear you, you may recount such an event, granting that creature advantage on the next ability check, saving throw, or attack roll they make, or the one they are currently making. You can use this feature a number of times equal to your CHA modifier, regaining all uses when you complete a long rest. You may affect multiple creatures at one time with this feature, consuming one use per creature affected.

Bravery and Resolve
Victory often lies with acts of selflessness and bravery, who stand in the face of peril and boldly do what others could not. As a bonus action, you may remove the frightened from each ally within 60 feet of you that can hear you and grant them immunity to becoming frightened for 1 minute. You can use this feature a number of times equal to your CHA modifier, regaining all uses on completing a long rest.

Endurance of Legend
As a reaction, you may grant one creature within 60 feet of you that can hear you resistance to one damage type of your choosing until the end of your next turn. If that creature already has resistance to the chosen damage type, they instead gain immunity to that damage type for the duration. You may use this feature a number of times equal to your CHA modifier, regaining all expended uses upon completing a long rest.

Heroic Resolve
You become proficient in CHA saving throws.

Legendary Voyager
Legends speak of far off lands and mysteries of all kinds that lay far from home. In pursuit of your own legend, and the legends of afar, you have studied magics that will aid you and your companions in your journeys. You can cast control winds and scrying once per long rest without expending a spell slot and gain proficiency in land and water vehicles.

Masterful Speechcraft
You gain proficiency in Charisma (Persuasion) and Charisma (Deception).

Restorative Respite
Legendary journeys take their toll on even the most seasoned of adventurers. Any time you take a short or long rest, you can perform restful music or tell soothing stories to help ease and refocus your comrades. You can cause a number of creatures, including yourself, equal to your Proficiency Bonus to regain an additional number of hit points equal to your CHA modifier while they are resting with you, and to reduce their exhaustion level by 1 in addition to any other reductions to this level they would receive from resting.

Studied Trades
You gain proficiency in any 3 sets of artisan's tools, musical instruments, or game sets of your choosing.

Traveler's Tongue
You gain proficiency in any two languages.

Against All Odds

You have heard many tales of underdogs succeeding even in the face of insurmountable peril. As a reaction on a creature's turn within 60 feet of you that can hear you, you may recount such an event, granting that creature advantage on the next ability check, saving throw, or attack roll they make, or the one they are currently making. You can use this feature a number of times equal to your CHA modifier, regaining all uses when you complete a long rest. You may affect multiple creatures at one time with this feature, consuming one use per creature affected.

Bravery and Resolve

Victory often lies with acts of selflessness and bravery, who stand in the face of peril and boldly do what others could not. As a bonus action, you may remove the frightened from each ally within 60 feet of you that can hear you and grant them immunity to becoming frightened for 1 minute. You can use this feature a number of times equal to your CHA modifier, regaining all uses on completing a long rest.

Endurance of Legend

As a reaction, you may grant one creature within 60 feet of you that can hear you resistance to one damage type of your choosing until the end of your next turn. If that creature already has resistance to the chosen damage type, they instead gain immunity to that damage type for the duration. You may use this feature this a number of times equal to your Charisma Modifier, regaining all uses after completing a long rest.

Heroic Resolve

You have read and heard countless legendary tales and epics where resolve drives the protagonists through great strife. You draw inspiration from this and gain proficiency in Charisma Saving Throws.

Legendary Voyager

Legends speak of far off lands and mysteries of all kinds that lay far from home. In pursuit of your own legend, and the legends of afar, you have studied magics that will aid you and your companions in your journeys. You can cast control winds and scrying once per long rest without expending a spell slot and gain proficiency in land and water vehicles.

Masterful Speechcraft

You have learned how to weave your words into more than just stories. You gain proficiency in Charisma (Deception) and Charisma (Persuasion).

Restorative Respite

Legendary journeys take their toll on even the most seasoned of adventurers. Any time you take a short or long rest, you can perform restful music or tell soothing stories to help ease and refocus your comrades. You can roll an inspiration die and cause a number of creatures, including yourself, equal to your Charisma Modifier to regain an additional number of hit points equal to the result of your roll while they are resting within 60 feet of you that can hear you. Additionally, this reduces their level of exhaustion by 1 in addition to any other reduction they receive from resting.

Studied Trades

You have studied countless tales, many noting in depth explanations of how to ply trades, play instruments, or play games relevant to their story. You gain proficiency in any 3 sets of artisan's tools, musical instruments, or game sets of your choosing.

Traveler's Tongue

Long journeys to far off lands have allowed you to speak with countless and hear them speaking in their own tongues. You gain proficiency in 2 languages of your choosing.

Epic Storyteller

Starting at 15th level, your knowledge of legends and stories, as well as of the storytelling elements therein, have made you a master at recounting your own tales and renditions of those of others. You gain expertise in Charisma (Performance) and Intelligence (History).

Legendary Skald

Beginning at 18th level, your pursuit of legends has cause you to become a legend, yourself. So filled with inspiring legends and tales are you that you can inspire greatness in the masses with a single verse, tale, or song. Any time you use your Skaldic Inspiration or Skaldic Insights class features which affect others that can hear you, you may cause the effect to instead affect every non-enemy creature within a minimum of 300 feet of you that can hear you to benefit from your Skaldic Inspiration or Skaldic Insight. You may not use this feature again until you complete a long rest.

Previous Versions

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