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# Skald 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. ### Quick Build You can make a Skald quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the entertainer background. ## Class Features As a Skald you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per Skald level **Hit Points at 1st Level:** 10 + Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Skald level after 1st #### Proficiencies **Armor:** light armor, shields **Weapons:** simple weapons, martial weapons **Tools:** 2 musical instruments of your choice **Saving Throws:** Strength, Constitution **Skills:** Choose any 2. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * *(a)* a Martial weapon or *(b)* any two simple weapons * *(a)* Four Javelins or *(b)* a short bow and 20 arrows * *(a)* An Entertainer's Pack or *(b)* An Explorer's Pack * A musical instrument you are proficient with * Leather Armor and a dagger ### Inspired rage In battle, you inspire primal ferocity. On your turn, you can inspire rage as a bonus action. Each friendly creature accepting your Inspiring rage gains 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 +2 bonus to the damage roll. This damage increases to +3 at 9th level, and +4 at 16th level. * At the beginning of the skald's turn you gain 2 temporary hit points This increases to 3 at 9th level and 4 at 16th level If you are able to cast spells, you can't cast them or concentrate on them while accepting Inspired Rage. Inspired Rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Inspired Rage on your turn as a bonus action. Once you have used Inspired Rage the number of times shown for your Skald level in the Inspired Rage column of the Skald table, you must finish a long rest before you can use Inspired Rage again. When a Skald starts an Inspired Rage each friendly creature within 60 ft must decide whether to accept or refuse the effects of the Skald’s Inspired Rage. Unconscious allies automatically accept the song. If accepted, the Inspired Rage's effects last until the song ends, or until they stop accepting it as a bonus action, whichever comes first. A Skald can accept the effects of their own Inspired Rage Affected allies must be able to hear the skald for the song to have any effect. ### Unarmoured Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit. ### Skill Mastery (Adapted from Versatile Performance) At 2nd level, a skald can choose one skill. He becomes proficient in the chosen skill. At 7th, 11th, & 15th level, the skald selects an additional skill. ### Spellcasting At 2nd level you have learned to untangle and reshape the fabric of reality in harmony with your magic and rage. A skald's spells are drawn from the bard spell list. #### Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skald table. #### Spell Slots The Skald table shows how many spell slots you have to cast your 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. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the bard spell list. The Spells Known column of the Skald table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. \pagebreak
##### Skald | Level | Proficiency Bonus | Inspired Rages| Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 2 | Inspired Rage, Unarmored Defense | — | — | — | — | — | — | — | | 2nd | +2 | 2 | Skill Mastery, Spellcasting | 2 | 2 | 2 | — | — | — | — | | 3rd | +2 | 3 | Skaldic Path, Song of Marching | 2 | 3 | 3 | — | — | — | — | | 4th | +2 | 3 | Ability Score Improvement | 3 | 3 | 3 | — | — | — | — | | 5th | +3 | 3 | Extra Attack, Spell Kenning | 3 | 4 | 4 | 2 | — | — | — | | 6th | +3 | 4 | Path Feature, Song of Inspiration | 3 | 4 | 4 | 2 | — | — | — | | 7th | +3 | 4 | Feral Instinct, Skill Mastery | 3 | 5 | 4 | 3 | — | — | — | | 8th | +3 | 4 | Ability Score Improvement | 3 | 5 | 4 | 3 | — | — | — | | 9th | +4 | 4 | ─ | 3 | 6 | 4 | 3 | 2 | — | — | | 10th | +4 | 4 | Dirge of Doom, Path Feature | 4 | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | 4 | Improved Inspired Rage, Skill Mastery, Spell Kenning | 4 | 7 | 4 | 3 | 3 | — | — | | 12th | +4 | 5 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | 5 | ─ | 4 | 8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | 5 | Path Feature, Song of the Fallen | 4 | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | 5 | Persistent Song, Skill Mastery | 4 | 9 | 4 | 3 | 3 | 2 | — | | 16th | +5 | 5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | 6 | ─ | 4 | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | 6 | Indomitable Might, Spell Kenning | 4 | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | 6 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | 10 | Master Skald | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your skald spells. Your magic comes from the rage you pour into the performance of your music or oration. 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 **Spellcasting Focus -** A skald can use his instruments as an arcane focus \columnbreak ### Skaldic Path At 3rd level, you choose a path that shapes the nature of your Inspired rage, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. ### Song of Marching When you reach 3rd 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. \pagebreak ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Spell Kenning At 5th level, you learn 1 new spell from any spell list. The selected spell counts as a Skald spell for you and doesn’t count against your Skald spells known. You learn new spells in this way agian at 11th and at 18th level. ### Song of inspiration At 6th level, You can sing a song of inspiration to friendly creatures. Any number of friendly creatures within 30 ft of you gains 1d6 inspiration die that can be added to any d20 roll. They must use the die before the song of inspiration ends or they lose the inspiration die. A song of inspiration can last no longer than 10 minutes. Once you use this feature, you cannot use it again until you finish a long rest. ### Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you start your Inspired Rage before doing anything else on that turn. ### Dirge of Doom At 10th level, You can spend a use of your Inspired Rage to create a sense of growing dread in your enemies. When you use this song you must choose which debuff to try to give your enemies: disadvantage on attacks, skill checks, or saving throws. They must make a will save against your spell save DC or suffer the negative effect. This only affects enemies that are within 30 feet and able to hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance (up to 1 minute). Creatures that are immune to being frightened are not affected by this feature. ### Improved Inspired Rage At 11th level those accepting your inspired rage now have resistance to bludgeoning, piercing, and slashing damage. \columnbreak ### 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. Song of the Fallen expends one use of your Inspired rage. You can use Song of the Fallen while maintaining Inspired Rage ### Persistent Rage Beginning at 15th level, your inspired rage is so fierce that it ends early only if you fall unconscious, are incapacitated or if you choose to end it. ### Indomitable Might Beginning at 18th level, any strength check made that is less than your total strength score is treated as though the total were equal to your strength score. ### Master Skald At 20th level, You may cast spells while affected by Inspired Rage, and affected allies may make an additional attack as though they possessed the Extra Attack class feature (this does not stack if they already have the Extra Attack class feature). ## Skald Paths Skalds learn to channel their inner rage in different ways. this normally manifests itself through their Inspired Rage. There are many paths that a skald can take but here are some of the more common paths available to a skald: the Path of Kefor, the Path of Aggression, the Path of the Artist, and the Path of Spirits. ### Path of Kefor Kefor was a great skald that has since inspired many to follow in his footsteps, and learn his techniques. #### Lesser Fiend Totem At 3rd level anyone who accepts your inspired rage grows a pair of large horns gaining a gore attack (1d8). (the horns fade and disappear when the inspired rage ends). If you are accepting inspired rage you may make a gore attack as a bonus action if you used the attack action. #### Infernal Blood At 6th level you infuses the gore attacks of those affected by Inspired rage with fire. Anyone who has accepted your inspired rage deals an extra 1d6 fire damage when they hit with a gore attack. This damage increases to 2d6 at 10th level, and 3d6 at 14th level. \pagebreak #### Fiend totem At 10th level When you start an Inspired Rage you may activate Fiend totem. Anyone who accepts inspired rage with Fiend Totem active sprouts dozens of wicked barbs from their body. Anyone striking a character affected Fiend Totem with a melee attack takes 1d6 points of piercing damage. Once you use this feature, you cannot use it again until you finish a long rest #### Unexpected strike At 14th level other creatures provoke an opportunity attack from you when they enter your reach if you are accepting Inspired rage. ### Path of Aggression Followers of the Path of Aggression favor their barbaric strength over their bardic cunning, seeing brute force as the best solution to every problem. #### Powerful Blow At 3rd level, whenever someone accepting inspired rage lands a critical hit, they add damage equal to your charisma modifier to the damage roll (minimum 1). #### Inspired Recklessness At 6th level those accepting inspired rage can throw aside all concern for defense to attack with fierce desperation. When they make their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against them have advantage until their next turn #### Skald’s Vigor At 10th level your Inspired Rage invigorates everyone that accepts it so much that they gain temporary hit-points equal to your charisma modifier +3 at the beginning of each of your turns while you maintain inspired rage. (this increases to your charisma modifier +4 at 16th level) #### Inspired Disemboweling At 14th level when you start an inspired rage you can activate Inspired Disemboweling. Inspired Disemboweling lasts for the length of the Inspired Rage. While Inspired Disembowling is active anyone accepting your inspired rage scores a critical hit on a roll of 19 or 20 with weapon attacks. After you use Inspired Disemboweling you must finish a long rest before you can use it again. ### Path of the Artist Those who follow this path are usually guardians who wish to protect their allies and inspire confidence in those around them. #### Mark of the Artist At 3rd level you has been marked by fate, as indicated by an impressive tattoo, scar, or birthmark you possess. Once someone accepts Inspired Rage they are granted a 1d6 inspiration die. The Inspiration die lasts until used or the inspired rage ends. It can grant 1d6 bonus on any d20 roll they have just made. They can use the inspiration die after seeing the result of the d20 roll but before its success or failure is decided. #### Boastful Taunt At 6th level while raging, You can incite a creature to attack you by using an action to taunt them. The target must make a Wisdom saving throw against your spell save DC. If the target fails the check, the target has disadvantage on attacks as long as the skald is visible and raging or until it makes a melee attack against the skald. #### Absorb Magic At 10th level, when any creature accepting inspired rage fails a saving throw against a spell or spell-like ability, you may use your reaction to have them reroll the saving throw against the effect, they must use the new roll. If they succeed the saving throw, they are not affected by the spell or spell-like ability. Once you use this ability you can not use it again until you have finished a long rest. At 14th level you may use this ability 2 times before needing to finish a long rest #### We Know No Fear At 14th level anyone accepting Inspired Rage is immune to the frightened condition, and gains a bonus to saving throws equal to your Charisma modifier (with a minimum bonus of +1). ### Path of Spirits Skalds that follow the path of the spirit use their songs to compel spirits to their aid, combining their power into a ghostly rage. #### Spirit Assault At 3rd level anyone accepting the inspired rage is surrounded by spirit wisps that harass their foes. As a bonus action a player accepting the inspired rage may have the spirits make an attack against a living foe that is within 5 feet. These attacks gains a bonus to attack rolls equal to the skald's charisma modifier. These attacks deal 1d4 + your Charisma modifier Necrotic damage. #### Blurred Presence At 6th level the spirits surrounding those accepting inspired rage become partially obscured making it difficult for their enemies to see them. The spirits grant those accepting the inspired rage three quarters from ranged attacks. #### Reaching Spirits At 10th level the spirit wisps can now attack foes that are up to 15 feet away from the player and their attacks deal 1d8 + your Charisma modifier necrotic damage. #### Aggressive Spirits At 14th level while affected by inspired rage, the spirits that surround the players become more dangerous to enemies adjacent to them. Living enemies within 5 ft of a player affected by inspired rage take 1d4+1 points of Necrotic damage at the start of the skald's turn. \pagebreak ## Credits All contents are created by [u/psychicmilkshake](https://www.reddit.com/user/psychicmilkshake) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com/wiki/Skald_(5e_Class)), and [GM Binder](https://www.gmbinder.com/) for providing the templates for my imaginations. Many features are taken from the [Skald](http://www.d20pfsrd.com/classes/hybrid-classes/skald/) class from [d20 Pathfinder SRD](http://www.d20pfsrd.com/). Special shout out goes to [u/WeirdoWhoever](https://www.reddit.com/user/WeirdoWhoever) for his great feedback to help me improve this homebrew.