Base Class: Fighter
In the Nordic tradition of the warrior-poet, comes the Skald. Skalds place their focus on inspiring their teammates by fighting beside them.
Upon choosing this subclass at third level, you gain proficiency with one musical instrument, Performance, and History. If you are already proficient at Performance or History, you gain expertise with that skill.
Spellcasting: you gain spellcasting as an Arcane Knight would, except your spells are Bard spells, rather than Wizard spells.
In addition, you gain the following abilities as you level:
War Chant
As an action, you may expend a spell slot to initiate a war chant. Up to six willing creatures (including yourself) within 30 feet who can see and hear you gain the following benefits until the end of your next turn:
-Advantage on saves vs fear.
-Temporary hit points equal to your CHA bonus.
-A bardic inspiration die (d4) which can be used exactly like a Valor Bard inspiration die, but is lost as soon as the chant ends.
You must maintain concentration or the effect ends, and you must expend a bonus action each round to continue the chant. If the chant is cast using a slot higher than 1st level, the inspiration die increases in size by one increment for each level above 1st (d6, d8, d10, d12)
Inspiring Leader
Starting at 7th level, You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Battle Magic
At 10th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Master Protector
Starting at 15th level, you learn the spells Shield, Aid, and Counterspell. These spells do not count against your spells known, and are Bard spells for you. CHA is your casting ability for these spells.
Aura of Inspiration
Starting at 18th level, whenever you or a friendly creature within 60 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. In addition, all creatures affected by this aura are immune to the FRIGHTENED condition.
Previous Versions
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