Barbarian
Base Class: Barbarian

Bloodcurdling melodies and guttural throat singing mark the presence of a Skald. In their rage, these barbarians unleash primal music that can bolster allies and strike fear in the hearts of their enemies. The songs are sacred traditions passed down from generation to generation in tribal communities far form civilisation. 

Voice of the Skald

When you choose this archetype at 3rd level you learn to channel your rage into songs that pierce the minds of friends and foes. 

Songs. You learn 3 songs of your choice, which are detailed under "Songs" below. Songs effect creatures within 30ft that can hear you and persist as long as you are raging. You can change between songs as a bonus action. You learn an additional song at 6th and 14th level. Each time you learn a new song, you can replace one song you know with a different one. Some songs require you to use your action to target a creature. Using these actions serves to prolong your rage in the same manner as making an attack, or being attacked. 

Saving Throws. Some songs require creatures to make a saving throw to resist the effect. The saving throw DC is calculated as follows:

Song save DC = 8 + your proficiency bonus + your Charisma bonus

Songs

 Songs are presented in alphabetical order. 

Chamion's Song (14th level required)

While singing this song, you can use an action to channel you rage into a creature within range that can hear you. Until the start of your next turn, the chosen creature gains resistance to bludgeoning, piercing and slashing damage and they gain advantage on attack rolls. 

Halting Hail (6th level required)

While singing this song, you can use your action target a number of creatures equal to your Charisma modifier (minimum of 1). Each of these creature must succeed a Wisdom saving throw. On a failure, the creature cannot voluntarily move towards you so long as this song continues. Affected creatures can re-attempt the saving throw at the end of each of their turns, ending the effect on a success. 

Mental Shield (14th level required)

While this song is active, allies within range that can hear you gain resistance to psychic and thunder damage, as the sound of your voice dominates the air around you. 

Mind Rattle (6th level required)

While singing this song you can use your action to target a number a creatures equal to your Charisma modifier (minimum of 1). Each of these creatures must make an Intelligence saving throw or lose the ability to speak and are deafened to all sound apart from your song, for as long as this song persists. This inability to speak disables spell casters from uttering the verbal components of spells. Affected creatures can re-attempt the saving throw at the end of each of their turns, ending the effect on a success. 

Quaking Voice

While singing this song, the ground begins to shake around your foes. Within the range of your song, the ground becomes difficult terrain for creatures of your choice. 

Rallying Chant

Allies that start their turn within 30ft of you and can hear the song gain an additional 10ft of movement until the end of their turn. 

Rapturous Melody

While the intrusive notes of this song hang in the air, it draws the attention of your enemies. If a creature ends its turn within range and can hear you, it cannot take reactions until the song ends, or they leave the song's range. 

Spurring Rhythm (6th level required)

While singing this song you can use your action to choose a number of allies equal to your Charisma modifier (minimum of 1), that are within range and can hear you. Until the start of your next turn, each of these creatures can make a weapon attack using their bonus action. 

Steeling Echo

Your song fills your allies with courage and steels their resolve. While an allied creature is within range and can hear you, they are granted advantage on saving throws against frightened and charmed effects. 

Unnerving Glare (6th level required)

While singing this song, you can use your action to target a number of creatures equal to your Charisma modifier (minimum of 1), forcing them to make a Charisma saving throw. On a failure, the targeted creatures suffer 1 point of exhaustion. This effect lasts as long as this song persists and the creature remains within range and can hear you. The creature can re-attempt the saving throw at the end of each of their turns, ending the effect on a success. 

Acoustic Terror

At 3rd level, you gain proficiency in the Intimidation skill if you do not already. Your proficiency bonus is doubled for intimidation checks. 

Voice of the Skald

At 6th level, you learn an additional song. You also have the opportunity to replace one previously learned song with a new one. 

The Earth's Answer

You can create a small ritual and sing to the ground, asking for warning for what is near. As the ground resonates its answer, it informs you of the presence of any creatures who's challenge rating exceeds your barbarian level. You are also aware of the creatures alignment. You can use this feature once per long rest. 

Voice of the Skald

At 14th level, you learn an additional song. You also have the opportunity to replace one previously learned song with a new one. 

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