Barbarian
Base Class: Barbarian

A barbarian that walks the Path of the Skald doesn't see combat as merely hacking and slashing through hoards of enemies. Rather that combat is a performance, an art, a true representation of peak physical ability. This display of honed skill bolsters and inspires the Skald's allies, driving them forward into battle and fueling the Skald with magical energy. 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spell Listing for the bard spell list.

 

Cantrips

You learn two cantrips of your choice from the bard spell list. You learn and additional bard cantrip of your at 10th level.

Spell Slots 

The Skald Spellcasting table shows how many spells slots you have to 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. 

Spells Known 

You know three 1st level bard spells of your choice, as you pull your magic from your performance. 

The Spells Known column of the Skald Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spells slots. 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 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 a spell slot. 

Spellcasting Ability

Charisma is your spellcasting ability for your bard spell. 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

Raging Inspiration

When you select this primal path at 3rd level once you start raging, you and a number of creatures equal to your Charisma modifier (minimum of one creature) that can hear you are granted a 1d6 inspiration die. The inspiration die lasts until used or the rage ends. It can grant a 1d6 bonus on any d20 roll you have just made. You can use the inspiration die after seeing the result of the d20 roll but before its success or failure is decided. 

Your inspiration die changes when you reach certain levels in this subclass. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level. Additionally, you may now cast spells while raging, but are still unable to concentrate on them. 

Bonus Proficiencies

At 3rd level you become proficient in 2 musical instruments of your choice. 

Song Of Marching

When you reach 6th level you can perform a series of verses that invigorates you and your allies during long travels. While traveling for an hour or more, difficult terrain does not slow your group's travel and your group has advantage on saving throws made to resist the effect of any harsh terrains or climates while traveling. In addition, while raging, moving through nonmagical difficult terrain no longer costs extra movement for you.

Know No Fear

Starting at 6th level, while you are raging friendly creatures within 30 feet that can hear you gain a bonus to saving throws against being frightened or charmed equal to your charisma modifier (with a minimum bonus of +1). 

Dirge Of Doom

At 10th level, your performance can create a sense of growing dread in your enemies. When you start raging each creature of the barbarian's choice within 30 feet of the barbarian must make a Wisdom saving throw if it can hear the barbarian. On a failed save, the target is frightened by this effect. If the creature ends its turn more than 30 feet away from the barbarian, it can attempt another Wisdom saving throw to end the effect on it. 

Song of the Fallen

At 14th level, you can invigorate allies to continue fighting, you can use an action to sing the song of the fallen. This song restores 1 hit point to each ally within 60 feet of you and gives them each temporary hit points equal to your barbarian level.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

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