Barbarian
Base Class: Barbarian

Path of the Skald

Level 3

  • Inspired rage 
    • A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. Starting an Inspired Rage is a bonus action. If you maintain it each round your Inspired Rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.You can also end your Inspired Rage on your turn as a bonus action. Using inspired rage costs a use of one of your rages.
      An Inspired Rage has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect.
      When a Skald starts an Inspired Rage each ally must decide whether to accept or refuse the effects of the Skald’s Inspired Rage. At the start of each ally's turn in which they can hear the Inspired Rage the ally may choose to accept the Skald’s Inspired Rage effects. Unconscious allies automatically accept the song. If accepted, the Inspired Rage's effects last until the song ends, or until they stop accepting it as a bonus action, whichever comes first. If an ally uses a bonus action to end the effects of Inspired Rage they cannot accept the effects of that Inspired Rage for the rest of its duration. A Skald can accept the effects of their own Inspired Rage
      Inspired Rage
      While affected by Inspired rage, you gain the following benefits:
      --You have advantage on Strength checks and Strength saving throws.
      --When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll This damage increases to +3 at 9th level, and +4 at 16th level.
      --at the beginning of your turn you gain 2 temporary hit points
      (temporary hit points do no stabilize or revive an unconscious player)
      This increases to 3 at 9th level and 4 at 16th level
      --If you are able to cast spells, you can't cast them or concentrate on them while raging.
      --Starting at 10th level:  You have resistance to bludgeoning, piercing, and slashing damage
  • Bonus proficiencies (2 instruments of your choice)
  • Spellcasting
    • When you take this path you have learned to untangle and reshape the fabric of reality in harmony with your magic and rage.
      A skald's spells are drawn from the bard spell list.
    • Cantrips
      You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skald table.
    • Spell Slots
      The Bard 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.
    • Spells Known of 1st Level and Higher
      You know two 1st-level spells of your choice from the bard spell list. The Spells Known column of the Skald table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
    • Spellcasting Ability
      Charisma is your spellcasting ability for your skald spells. Your magic comes from the rage 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 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
    • Spellcasting Focus - A skald uses instruments as an arcane focus

Level 6

    • Song of marching
      • At 3rd level, a skald can inspire his allies to travel longer without suffering from exhaustion. By performing a song of marching, the skald invigorates allies within 60 feet, who may continue traveling for up to 4 hours beyond the first 8 hours of travel without gaining levels of exhaustion. The skald must continue to perform the song for the remainder of the 4 hours, otherwise the effects of song of marching end and the party must rest or risk gaining levels of exhaustion. Once you use this feature, you cannot use it again until you finish a long rest
    • Inspired rage improvement - choose one of the following options to improve your inspired rage
      • Infernal blood - when you take infernal blood anyone who accepts your inspired rage grows a pair of large flaming horns gaining a gore attack (1d8+1d6 fire). (the horns fade and disappear when the inspired rage ends). You may make a gore attack as a bonus action if you used the attack action (this damage increases to 2d6 fire at 10th level, and 3d6 fire at 14th level)

 

  • Inspired recklessness - those accepting inspired rage can throw aside all concern for defense to attack with fierce desperation. When they make their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against them have advantage until their next turn

 

    • Boastful taunt - while raging, the skald can incite a creature to attack them by using an action to taunt them. The target must make a wisdom saving throw against your spell save DC. If the target fails the check, the target has disadvantage on attacks as long as the skald is visible and raging or until it makes a melee attack against the skald.

Level 10

    • Dirge of doom
      • At 10th level, once per day,  a skald can create a sense of growing dread in his enemies. When you use this song you must choose which debuff to try to give your enemies: disadvantage on attacks, skill checks, or saving throws. They must save against your spell save DC or suffer the negative effect. This only affects enemies that are within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance (up to 1 minute). Creatures that are immune to being frightened are not affected by this feature.
    • Inspired rage improvement - choose one of the following options to improve your inspired rage
      • Fiend Totem - When you start an Inspired Rage you may activate Fiend totem. Anyone who accepts inspired rage with Fiend Totem active sprouts dozens of wicked barbs from their body. Anyone striking a character affected Fiend Totem with a melee attack takes 1d6 points of piercing damage. Once you use this feature, you cannot use it again until you finish a long rest

 

  • Disemboweling -  whenever someone accepting inspired rage lands a critical hit, they add damage equal to the skald’s charisma modifier to the damage roll (minimum 1).

 

    • Absorb magic -   once per inspired rage, when any creature accepting inspired rage fails a saving throw against a spell, supernatural ability, or spell-like ability, the skald may use his reaction to have them reroll the saving throw against the effect. If they succeed at the second saving throw, they are not affected by the spell, supernatural ability, or spell-like ability and gain a number of temporary hit points equal to ½ your skald level. The skald gains an additional use of this feature per rage at 14th level.

Level 14

  • Song of the fallen
    • At 14th level, a skald can invigorate allies to continue fighting, a skald can use an action to sing the song of the fallen. This song restores 1 hit point to each ally within 60 ft of the skald and gives them each temporary hit points equal to your skald level.
      Song of the Fallen expends one use of your Inspired rage.
      You can use Song of the Fallen while maintaining Inspired Rage
  • Inspired rage improvement - choose one of the following options to improve your inspired rage
    • Unexpected strike -  other creatures provoke an opportunity attack from you when they enter your reach if you are accepting Inspired rage.
    • Skald’s Vigor - your inspired rage invigorates everyone that accepts it so much that they gain temporary hit-points  equal to your charisma modifier +3 at the beginning of each of your turns while you maintain inspired rage. (this increases to your charisma modifier +4 at 16th level)
    • We know no fear - anyone accepting the Skald's Inspired Rage is immune to the frightened condition, and gain gains a bonus to saving throws equal to your Charisma modifier (with a minimum bonus of +1).

 

Barbarian level

Spells known

Cantrips Known

—Spell Slots per Spell Level—

1st

2nd

3rd

4th

1

—

0

—

—

—

—

2

—

0

—

—

—

—

3

2

2

2

—

—

—

4

3

3

3

—

—

—

5

4

3

3

—

—

—

6

4

3

3

—

—

—

7

5

3

4

2

—

—

8

5

3

4

2

—

—

9

6

4

4

2

—

—

10

6

4

4

3

—

—

11

7

4

4

3

—

—

12

7

4

4

3

—

—

13

8

4

4

3

2

—

14

8

5

4

3

2

—

15

9

5

4

3

2

—

16

9

5

4

3

3

—

17

10

5

4

3

3

—

18

10

5

4

3

3

—

19

11

5

4

3

3

1

20

11

5

4

3

3

1

Spell Casting

    • When you take this path you have learned to untangle and reshape the fabric of reality in harmony with your magic and rage.
      A skald's spells are drawn from the bard spell list.
    • Cantrips
      You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skald table.
    • Spell Slots
      The Bard 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.
    • Spells Known of 1st Level and Higher
      You know two 1st-level spells of your choice from the bard spell list. The Spells Known column of the Skald table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
    • Spellcasting Ability
      Charisma is your spellcasting ability for your skald spells. Your magic comes from the rage 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 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

Spellcasting Focus - A skald uses instruments as an arcane focus

 

 

Barbarian level

Spells known

Cantrips Known

—Spell Slots per Spell Level—

1st

2nd

3rd

4th

1

—

0

—

—

—

—

2

—

0

—

—

—

—

3

2

2

2

—

—

—

4

3

3

3

—

—

—

5

4

3

3

—

—

—

6

4

3

3

—

—

—

7

5

3

4

2

—

—

8

5

3

4

2

—

—

9

6

4

4

2

—

—

10

6

4

4

3

—

—

11

7

4

4

3

—

—

12

7

4

4

3

—

—

13

8

4

4

3

2

—

14

8

5

4

3

2

—

15

9

5

4

3

2

—

16

9

5

4

3

3

—

17

10

5

4

3

3

—

18

10

5

4

3

3

—

19

11

5

4

3

3

1

20

11

5

4

3

3

1

Inspired Rage

  • Inspired rage 

A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. Starting an Inspired Rage is a bonus action. If you maintain it each round your Inspired Rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.You can also end your Inspired Rage on your turn as a bonus action. Using inspired rage costs a use of one of your rages.
An Inspired Rage has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect.
When a Skald starts an Inspired Rage each ally must decide whether to accept or refuse the effects of the Skald’s Inspired Rage. At the start of each ally's turn in which they can hear the Inspired Rage the ally may choose to accept the Skald’s Inspired Rage effects. Unconscious allies automatically accept the song. If accepted, the Inspired Rage's effects last until the song ends, or until they stop accepting it as a bonus action, whichever comes first. If an ally uses a bonus action to end the effects of Inspired Rage they cannot accept the effects of that Inspired Rage for the rest of its duration. A Skald can accept the effects of their own Inspired Rage
It also has the same bonuses and drawbacks as normal Rage

  • Bonus proficiencies (2 instruments of your choice)

Song of Marching

At 3rd level, a skald can inspire his allies to travel longer without suffering from exhaustion. By performing a song of marching, the skald invigorates allies within 60 feet, who may continue traveling for up to 4 hours beyond the first 8 hours of travel without gaining levels of exhaustion. The skald must continue to perform the song for the remainder of the 4 hours, otherwise the effects of song of marching end and the party must rest or risk gaining levels of exhaustion. Once you use this feature, you cannot use it again until you finish a long rest

Inspired Rage Improvement

Inspired rage improvement - choose one of the following options to improve your inspired rage

This will add new found benefits to your Inspired Rage.

Boastful Taunt

Boastful taunt - while raging, the skald can incite a creature to attack them by using an action to taunt them. The target must make a wisdom saving throw against your spell save DC. If the target fails the check, the target has disadvantage on attacks as long as the skald is visible and raging or until it makes a melee attack against the skald.

Infernal Blood

  • Infernal blood - when you take infernal blood anyone who accepts your inspired rage grows a pair of large flaming horns gaining a gore attack (1d8+1d6 fire). (the horns fade and disappear when the inspired rage ends). You may make a gore attack as a bonus action if you used the attack action (this damage increases to 2d6 fire at 10th level, and 3d6 fire at 14th level)

Inspired Reckelssness

Inspired recklessness - those accepting inspired rage can throw aside all concern for defense to attack with fierce desperation. When they make their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against them have advantage until their next turn

Dirge of Doom

At 10th level, once per day,  a skald can create a sense of growing dread in his enemies. When you use this song you must choose which debuff to try to give your enemies: disadvantage on attacks, skill checks, or saving throws. They must save against your spell save DC or suffer the negative effect. This only affects enemies that are within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance (up to 1 minute). Creatures that are immune to being frightened are not affected by this feature.

Inspired Rage Improvement

Your Inspired Rage grows stronger, choose from one of the listed perks

Absorb Magic

Absorb magic -   once per inspired rage, when any creature accepting inspired rage fails a saving throw against a spell, supernatural ability, or spell-like ability, the skald may use his reaction to have them reroll the saving throw against the effect. If they succeed at the second saving throw, they are not affected by the spell, supernatural ability, or spell-like ability and gain a number of temporary hit points equal to ½ your skald level. The skald gains an additional use of this feature per rage at 14th level.

Disemboweling

Disemboweling -  whenever someone accepting inspired rage lands a critical hit, they add damage equal to the skald’s charisma modifier to the damage roll (minimum 1).

Fiend Totem

Fiend Totem - When you start an Inspired Rage you may activate Fiend totem. Anyone who accepts inspired rage with Fiend Totem active sprouts dozens of wicked barbs from their body. Anyone striking a character affected Fiend Totem with a melee attack takes 1d6 points of piercing damage. Once you use this feature, you cannot use it again until you finish a long rest.

Song of the fallen

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

Song of the Fallen expends one use of your Inspired rage.
You can use Song of the Fallen while maintaining Inspired Rage

Inspired Rage Improvement

Gain new found abilities in your inspired rage

Skald's Vigor

Skald’s Vigor - your inspired rage invigorates everyone that accepts it so much that they gain temporary hit-points  equal to your charisma modifier +3 at the beginning of each of your turns

Unexpected Strike

Unexpected strike -  other creatures provoke an opportunity attack from you when they enter your reach if you are accepting Inspired rage.

We Know No Fear

We know no fear - anyone accepting the Skald's Inspired Rage is immune to the frightened condition, and gain gains a bonus to saving throws equal to your Charisma modifier (with a minimum bonus of +1).

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