megatyler30's Skald v1.0

A 5E conversion of the Pathfinder Skald class which is a hybrid of the bard and 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, making them able to inspire allies in a variety of ways. This versatility, when combined with their spellcasting abillity, allows them to pick up a Skald Style and open up the power of their songs by combining it with magical ability.

The Skald
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Raging Song, Inspired Rage
2nd +2 Spellcasting, Jack of All Trades 4 2
3rd +2 Song of Speed, Skald Style Feature 4 3
4th +2 Ability Score Improvement 5 3
5th +3 Extra Attack 5 4 2
6th +3 Skald Style Feature 6 4 2
7th +3 Song of Strength 6 4 3
8th +3 Ability Score Improvement 7 4 3
9th +4 7 4 4 2
10th +4 Dirge of Doom 8 4 4 2
11th +4 Rage Resistance 8 4 4 3
12th +4 Ability Score Improvement 9 4 3 3
13th +5 9 4 3 3 1
14th +5 Song of the Fallen 10 4 3 3 1
15th +5 Loremaster 10 4 3 3 2
16th +5 Ability Score Improvement 11 4 3 3 2
17th +6 11 4 3 3 3 1
18th +6 Skald Style Feature 12 4 3 3 3 1
19th +6 Ability Score Improvement 13 4 3 3 3 2
20th +6 Master Skald 14 4 3 3 3 2

Class Features

As a Skald, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: one musical instrument of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Performance, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial weapon
  • leather armor
  • (a) an explorer's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument

Raging Song

A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. On your turn, you may enter raging song as an action. Each turn while in raging song, you may choose which song to use. If you cast spells in raging song, they must be from the skald spell list and you are unable to concentrate on them. A skald can use this ability for a number of rounds per day equal to 2 + his Charisma modifier + Skald level. You may end raging song as a bonus action.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a bonus action instead of an action.

Inspirted Rage

At 1st level, you learn the song Inspired Rage. You are able to whip up your allies within 30 feet of you into a rage with your song. While under its effects, allies gain +1 damage to Strength melee weapon attacks and a -1 penalty to AC. Each

turn they accept its effects, they gain temporary HP equal to half the skald level (minimium 1) and gain a rage die, if they do not currently have one. Rage dice are a d4 and can be expended to add to an Wisdom saving throw. Allies under the effects are unable to use their action to make ability checks. All rage dice are lost when an ally refuses the song or the song ends.

If an ally already has a rage ability, the ally may choose to use their damage bonus or the bonus from Inspired rage, but cannot use both.

At 8th level, the damage bonus for Strength melee weapon attacks becomes +2. At 15th level, rage dice become a d6. At 20th level, the damage bonus becomes +3.

Song of Speed

At 3rd level, you can use raging song to inspire your allies to move faster. Using Song of Speed allows allies' speed to increase by 10 feet while the rage son is active. Additionally, by expending 1 round of raging song, you may invigorate allies within 60 feet to move at Fast pace without the penalty to passive Wisdom scores for an hour.

Song of Strength

At 7th level, you may use raging song to inspire physical and mental feats of strength in your allies. All allies within 60 feet song gain advantage on strength checks and Wisdom saving throws against being frightened.

Dirge of Doom

At 10th level, you may use raging song to create a sense of growing dread in his enemies. All enemies within 30 feet must make a Wisdom saving throw against your spell save DC. On a failure, they are frightened of you while you continue this song. At the end of each of their turns, an affected target can make a wisdom saving throw. If it suceeds, the target is no longer frigtened.

Creatures that suceed on a Wisdom saving throw against this effect are immune to its effects for 24 hours.

Song of the Fallen

At 14th level, you may use your raging song to allow an unconscious ally within 60 feet to keep fighting. While under its effects, the ally is no longer unconscious and is not controlled by you. The ally may use only use the Attack or Cast a Spell action and any spells cast must be cantrips. The ally continues making death saving throws as if unconscious while under this effect. The song ends immediately if the ally dies.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Spellcasting

By the time you reach 2nd level, you have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.


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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known Of 1st Level And Higher

You know four 1st-level spells of your choice from the skald 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the skald spells you know and replace it with another spell from the skald 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 heart and soul 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 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

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your skald spells.

Skald Style

At 3rd level, you delve into the advanced techniques of a skald style of your choice: Style of Flexibility, Style of Fury, or Style of Resistance, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 18th level.

Ability Score Improvement

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.

Rage Resistance

At 11th level, while in raging song, you have resistance to bludgeoning, piercing, and slashing damage.

Loremaster

At 15th level, your ability to handle a myriad of different skills peaks. When you roll an ability check, you may choose to use your Charisma ability score in place of the roll.

You must take a short or long rest before you can use this feature again

Master Skald

At 20th level, your Inspired Rage reaches its peak.Your allies are no longer given an AC penalty or restrictions on making ability checks while under its effects. Additionally, whenever initative is rolled, you may start a rage song immediately. Additionally, you may still use Inspired Rage even when you have no more turns remaining.

Skald Styles

Style of Flexibility

Spell Kenning

When you take this style at 3rd level, you gain the ability to recall many different styles of magic when in a rage. You may cast any spell of a level in which you have a spell slot using a skald spell slot. The spell counts as a skald spell for you for this casting.

You must take a short or long rest before you can use this feature again. When you reach 11th level, you can use Spell Kenning twice between rests.

Dual Song

At 6th level, you can create combinations of rage songs, include aspects of both. You can use two use two rage songs at once, expending 2 turns of rage song each turn instead of one.

Concentration Master

At 18th level, you have honed your ability to focus on multiple tasks at once. You can concentrate on spells while in Rage Song and have advantage on all concentration checks.

Style of Fury

Repeated Attack

When you take this style at 3rd level, you gain the ability to muster your strength to attack again while in rage song. You can expend one turn of raging in order to make a melee weapon attack with a bonus action.

Defensive Power

At 6th level, while in rage song, you can use your reaction to expend up to 5 turns of battle song when an enemy attacks an ally to give a bonus to AC equal to that amount. The bonus lasts until the beginning of that ally's turn.


Improved Rage Resistance

At 18th level, while in rage song, you gain resistance to all types of damage except psychic. Additionally, you may spend 1 turn of raging extra per turn in order to give allies within 30 feet resistance to slashing, bludgening, and piercing damage.

Style of Defiance

Antispell

When you take this style at 3rd level, you gain the ability to stop spells being cast when in rage song. When a spell is cast, you may use a reaction and spend a number of rage song turns up to the highest level spell slot you have. If the spell is of an equal or lower level than the turns spent, then the spell fails and has no effect. If it is a higher level, then make a Charisma check against a DC of 11 + spell level. On a success, the spell fails and has no effect.

Magical Weapons

When you take this style at 3rd level, while in rage song, allies weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Magic Deterent

At 6th level, whenever you use the antispell ability and cause the spell to fail, the caster takes psychic damage of the spell level times d4.

Magic Resistance

At 18th level, while in rage song, you have advantage on saving throws against magic and magical effects.