Barbarian
Base Class: Barbarian

Skalds are poets, historians, and keepers of lore who use their gifts for oration and song to inspire allies into a frenzied rage. They balance a violent spirit with the veneer of civilization, recording events such as heroic battles and the deeds of great leaders, enhancing these stories in the retelling to earn bloodier victories in combat. A skald's poetry is nuanced and often has multiple overlapping meanings, and he applies similar talents to emulate magic from other spellcasters.

Inspired Rage

A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity

Starting at 3rd level when you enter a rage, friendly creatures within 60 feet of you and can hear you may accept your Inspired Rage. If they do they 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 bonus to the damage roll that increases as shown in the Rage Damage column of the Barbarian table.
  • at the beginning of your turn, you gain 2 temporary hit points ( This increases to 3 at 9th level and 4 at 16th level)
  • Additionally, if you are able to cast spells, you can't cast them or concentrate on them while raging.

Bonus Proficiencies

At 3rd level, you become proficient in 2 instruments of your choice.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard and cleric spell list.

Cantrips

You learn two cantrips of your choice from the bard and cleric spell list. You learn an additional bard or cleric cantrip of your choice at 10th level.

Spell Slots

The Skald Spellcasting table shows the maximum level of spells you can cast, and how many spell slots you have to cast your bard and cleric spells of 1st level and higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st or 2nd level spells of your choice from the bard or cleric spell list.

The Spells Known column of the Skald Spellcasting table shows when you learn more bard or cleric spells of your choice. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the bard or cleric spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your skald spells, since you learn your spells through study and memorization. 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 skald 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

SKALD LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

SPELL

SLOTS

 SPELL

LEVEL

3rd

2

3

2 

2 

4th

2

4

 2

2 

5th

2

4

 3

2 

6th

2

4

 3

2 

7th

2

5

 3

3 

8th

2

6

 3

3 

9th

2

6

 4

3 

10th

3

7

 4

3 

11th

3

8

 4

4 

12th

3

8

4 

4 

13th

3

9

 5

4 

14th

3

10

 5

4 

15th

3

10

 5

5 

16th

3

11

 5

5 

17th

3

11

 5

5 

18th

3

11

 6

5 

19th

3

12

6 

6 

20th

3

13

6 

6 

Song of Marching

When you reach 6th level, you can perform a series of verses that invigorates you and your allies during long travels. While traveling for an hour or more, difficult terrain does not slow your group's travel, and your group has advantage on saving throws made to resist the effect of any harsh terrains or climates while traveling.

In addition, while raging, moving through nonmagical difficult terrain no longer cost extra movement for you.

Raging Inspiration

The path of the Skald is a path of camaraderie, music, and inspired action. At 6th level, you learn to become better at inspiring your allies, bringing them to even greater feats.

Once you start raging, You and anyone who accepts your Inspired Rage are granted a 1d6 inspiration die. The Inspiration die lasts until used or the rage ends. It grants a 1d6 bonus on any d20 roll you have just made. You can use the inspiration die after seeing the result of the d20 roll but before its success or failure is decided.

Dirge of Doom

At 10th level, You can create a sense of growing dread in your enemies. As a bonus action, you unleash a lamenting cry. Up to ten creatures of your choice within 60 feet of you that can hear you must make a wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or gain disadvantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Song of the Fallen

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

You can use Song of the Fallen while maintaining Inspired Rage. Once you have used this feature you must complete a long rest before you use this feature again.