Base Class: Barbarian
Being from a tribe of Vikings, you chose to take the path of a Skald. Skalds are your storytellers, chant leaders, moral boosters, and keepers of your tribes history. They draw their power form the chants and songs in your history to empower all of those around them and to help fuel their rage. Depending on the song or chant that they call out brings out different abilities from increasing the attack power of their fellows, all the way to calling forth ancient spirits to help in fights, so longs as the Skald keeps chanting or singing.
Champion of the Gods
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Skald Historian
Thanks to the vast knowledge of your village passed down to you, you can easily discern what some creatures are while at sea, or recall tales of great heroes while delving in crypts or tombs. Through these same teachings you remember different languages used in your tribe or village, the number of different languages are decided by the DM.
Skald Singing
After some time your songs and chants gain magical abilities, and are able to be applied while in a rage, the effects last until your next turn or up to 10 minutes outside combat
Fanatical Concentration
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. If you are using Skald singing during this you must make a concentration check, CHA based, to see if your song keeps its effect or if it is interrupted, disabling the effect
Ferocious Presence
At 10th level, you learn to channel divine power to inspire moral in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. If you are already singing/chanting a song you can add this effect to it for this turn only.
Once you use this feature, you can’t use it again until you finish a long rest.
Call of the Ancients
at 14th level you can add this effect to your songs/chants. roll 1d20 and add your Charisma modifier to beat a DC that is equal to half your barbarian level plus 10. On a success roll 1d4 plus your Charisma to determine how many Spectral Ancestors you summon . Spectral Ancestors are path of the Berserker subclass, share your initiative and their levels are half your barbarian class level rounded down.
Previous Versions
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