Base Class: Fighter
The skald is a fighting historian. He provides inspiration and support while fighting alongside his allies. Skalds may frequently be found as banner bearers, sergeants major, or chaplains. On the march, their cadence calling makes burdens light and steps quick. In camp, their saga spinning and entertainment raises morale and hardens resolve.
They have access to a limited number of bard spells, but their primary focus is on bolstering their allies.
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.
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 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice.
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 spell 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 spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. 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
Skald Spellcasting
|
Fighter 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 |
War Chant
At 3rd level, you can spend a spell slot to initiate a chant that inspires up to four allies of your choice within 30 feet of you, who can hear your chant.
Until the end of your next turn, these allies gain temporary hit points equal to your charisma bonus plus one-half your level in this class (rounded down). They also gain a bardic inspiration die (d4) that may be spent in the same fashion as a Valor bard's die.
On your following turns, you may spend a bonus action to continue the chant, which will refresh the effect on your allies. If you fail to maintain the chant in this way, or if you lose concentration, all effects end at the end of your next turn.
If you spend a spell slot higher than first level, the number of targets increases by one per spell level above first, the radius increases by 10 feet per level, the temporary hit points increase by one per level, and the size of the inspiration die increases (d4, d6, d8, d10).
Saga Spinner
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. If you spend part of a short rest telling tales or singing songs of heroes past, your companions may add your charisma bonus to any hit dice they roll for hit point recovery. The strategic movement rate of a party which includes a Skald is boosted by 20%, as the skald's jokes, cadences, and well-timed words of encouragement lighten the steps of their party.
Inspiring Strike
At 7th level, you learn how to weave inspirational phrases into your weapon strikes. When you hit a creature with a weapon attack, you may choose one ally within 30 feet of you who can see and hear you. That ally gains advantage on the next attack roll or saving throw it makes before the start of your next turn. In addition, the ally may recover 1d6 + your charisma bonus missing hit points. Once you use this ability, you cannot use it again until you finish a short or long rest.
Advanced Saga Spinner
Beginning at 10th level, when you use your Saga Spinner ability to inspire allies during a rest, the amount of hit points added to any hit dice they expend is equal to your charisma bonus plus your proficiency bonus. In addition, up to six creatures, which may include yourself, have their morale boosted to the tune of Temporary hit points equal to your charisma bonus plus your proficiency bonus. These temporary hit points fade after a number of hours equal to half your level in the Skald class.
Rally
At 15th level, you gain the ability to rally your allies when you use your Action Surge. Any ally within 100 feet of you who can see and hear you when you use your action surge may immediately use their reaction to make a saving throw against any condition they are affected by that a saving throw can end, and they may regain lost hit points equal to 1d10 plus your Charisma modifier.
War Magic
Beginning at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Comments