Base Class: Barbarian
A human from the Uthgardt tribes recites a verse from an epic poem of an ancient hero, strengthening himself as he stands against the Orcish horde. A Dwarven warrior launches himself into the fray, bashing enemies aside with his mighty warhammer as he mocks their inadequacies, causing them to real from the force behind the words. A sy-tel-quessar, a reclusive Green Elf, recites an Espruar epic that lets them peer into both the past and the future.
A Skald is a Warrior Poet who combines both the all-consuming martial prowess rage of a Barbarian with the art of using words, music, and poetry to create magical effects like a Bard. Unlike many of their more martially-inclined companions, a Skald can utilize magical abilities even in the midst of a vicious Rage.
Skalds, like their Barbarian kin, exist on the fringes on Civilization; they live as hunter-gatherers in the frozen tundra, live in secluded tree villages in forgotten forests, or trek across the scorch deserts as nomads. The Skald serves an important function as both the lorekeeper and storyteller of their tribe. They learn to use music to entertain and are skilled scribes, as their epic poetry contain the history of their tribes. They are often engaging, lively individuals. They will often attempt to talk down an enemy before resorting to combat. They can also use their Bardic powers to calm the angry and temper the emotional. However, if they or their loved ones are threatened, they can become a terrifying force to face, as they charge towards their enemies unrelentingly while enchanting their minds, predicting their attacks, and beguiling their senses.
The alignment of those that choose to follow the Path of the Skald tends towards the chaotic side of things, though considerably less so than their less magically-inclined brethren. The much possess both the discipline to learn the necessary skills to become a Skald as well as serve their tribes as powerful assets.
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. You can cast spells and concentrate on spells learned through this feature even while raging, but any additional spells you have acquired through racial bonuses, feats, multiclassing, etc. cannot be cast or concentrated on while raging.
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 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 Heroism and have a 1st-level and a 2nd-level spell slot available, you can cast Heroism using either slot.
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 divination and enchantment spells on the bard spell list.
The Spells Known column of the Path of the Skald Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be a divination or enchantment 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 from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells since 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 Charism 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
Path of the Skald Spellcasting
|
BARBARIAN 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 |
Bonus Proficiencies
At third level, you learn to combine your musical ability, your peerless skill, and your magical abilities to augment your abilities both in and out of combat.
You gain proficiency with two musical instruments of your choice. You can use a musical instrument you are proficient with as a spellcasting focus for your Bard spells.
Additionally, you gain proficiency in Performance, and can double your proficiency bonus for check that use this skill. You also gain Expertise in one additional skill you are proficient with.
Inspiring Aura
The ferocious fury of the Skald can be inspiring to their allies even in the midst of combat. Beginning at 6th level, when a friendly creature misses an attack roll or fails an ability check or saving throw within thirty feet of you while you are raging, you can use your reaction to add 1d6 to the roll, potentially turning a failure into a success. This increases to 1d8 at 10th level and 1d10 at 14th level. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses upon completing a long rest.
Magical Fury
Beginning at 10th level, you learn to combine your magical and martial prowess together to become an unstoppable force of destruction.
When you use your action to cast a cantrip while you are raging, you can make one weapon attack as a bonus action.
Spell Rage
Beginning at 14th level, your magical prowess has increased to the point where you can be as effective casting spells as using weapons.
When you enter your rage, you can choose to enter a Spell Rage instead. Your spell save DC increases by three, but your rage will end if you use your action to do anything other than casting a spell.
Additionally, while under the effects of a Spell Rage, your Magical Fury ability improves, allowing you to make a weapon attack as a bonus action after you cast any spell, not just a cantrip.
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