Skald to the metal


Hit Points: Hit dice is 1d10
Armor: Light and Medium armor  + Shield
Weapons : Light and martial weapon proficiency
Tools: Three musical instruments of your choice

Saves : Constitution and Charisma

Skills: any 3

Inspired rage
At first 1 level, An Skald is Trained in inspiring rage to create semi magical effects.
You can use Inspired rage 6+ Charisma rounds and you gain 2 more each level per day. This is regained on a Short rest

Starting an Inspired rage is an Action, but once activated can be maintained for free, each Round you have to use an Inspired rage or let the effekt stop.

Changing a Inspired rage from one effect to another requires the Skald to stop the previous performance and start a new one as a standard action

  • At level 7 the action is reduced to using one's movement, and at level 13, can use a bonus action insted.

Inspired rage has audible components, the targets must be able to hear the Skald for the performance to have any effect, and many such performances are language dependent

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Wisdom saving throws, but also take a –1 penalty to AC. At 8 and 16 level, the Bonus to STR and Con is increased by 2
– It an free action to not accept the effect of inspired rage, no save requires
– While under the effect of Inspired rage Only the Skald can Cast spells.

At the rate of warlocks invocations, the skald can add a Rage Feat to his inspired rage, which affects all, as long they are affected by Inspired rage ( those are at the Bottom of the Page )
2 at level 2-4
3 at level 5-6
4 at level 7-8
5 at level 9-11
6 at level 12-14
7 at level 15-17
8 at level 18-20

Grand storyteller 

At 1st level an skald Can add Proficiency to three Knowledge based proficiency( if already Proficiency is doubled) Pick from – arcana, history, nature, religion, medicine.

Spells :
At 2nd level, gain ability to cast spells. Spellcasting is based on charisma, spell list is that of Bard, gain cantrips at the same rate spells known and being able to cast is that of a paladin.
Offensive cast is Cha+Proficiency
DC is 8+Proficiency+Cha

Song of Marching and hard work
At 3rd level, a skald can use Skald performance to inspire his allies to work faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may Double the pace of travel without exchastion, double the speed of rowing or other similar work activities For an hour.

A Skald of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Skald. The ally gets to add the Skald Proficiency bonus on skill checks with a particular skill as long as she continues to hear the Skald’s performance, the use of this ability expense 1 use of Inspired rage, per skill check helped

Honed instincts
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be Flanked, nor does he Give advantage if the attacker is invisible or done in a surprise round, the skald can't act, nor give warning, but don't give advantage.

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, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell from another class spell list, without expending a spell slot, it have to be at a spell limit the Skald can cast – this does not require Material components ( at 11th level can cast twice per day, and 17th three times per day)

Counter charm – tale of the one eyed man
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). 

Lore Master
At 10th the skald becomes a master of many different types of lore, and any knowledge roll below 9 is treated as a 10

Song of the Fallen
At 14th level, a skald can temporarily revive dead allies to continue fighting. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.

Everlasting Song
At 20th level, when you roll for initiative and have no Inspired rage you gain 8 rounds of inspired rage


Tale of Battle

3: fighting Style– At 3rd leve, you gain A fighing style, pick from the list of figthers fighting style

Shallow wound – At 3rd level ,while you are affected by your own inspired rage, bludgeoning, percing and slashing damage is reduced by your proficency modfier. This ability can not stack with similar abilties such as Heavy armor master

6: To Valhalla – when being affected by inspired rage, you are immune to Frighted condition

14: Deny Valhalla – Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Tale of magic

3: Magic intiate – at 3rd level you get an Increased rate of Spells. Higher of that of a Normal skald, but lower then a full spell caster see the table below.

6 : Sage –  At 6th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.

14: Words of any mouths – At 14th level, you learn the Tongues spell and can cast it at will without expending a spell slot, but only targeting yourself. This spell does not count towards your number of spells known.

Rage Feat —

Animal Fury – As a Bonus action can Make an bite attack, that deals 1d4 + STR

Relentless Fury(Requires level 6) – While raging gains 1 use of Relentless Endurance. When you are reduced to O hit points but not killed outright. you can drop to I hit point instead.

Auspicious Mark – can 1 time per turn, Use an 1d6  to either An skill, save or attack roll, this can be made after the roll, but before knowing the result.

Panthers Dash – While raging, as an Action, you can make a Dash and then make a single attack

Turtle shell – Gain an +1 to armor  class

Monkeys hand – While raging gain and Climb speed Equal to your movement speed

Demons call – Gain An +2 bonus to save vs Poison, diseases and Affects that will lower total health( so not damage, but affects that lower max) 

Disruptive – when you hit a creature that is concentration on an spell or affect the DC is 4 harder

Energy Resistance  – While raging takes, less damage of a type of energy ( Acid, cold, electricity, fire, Force, thunder) Equal to half the level of the Skald – This type is selected when you take this Rage feat and cant be changes

Go for blood : when you Crit with an attack, Gain 1 Bonus damage dice

Spirit Veil – While raging, a Veil of spirits surrounds the Target and makes it harder to hit, Ranged attacks and melee attacks not adjacent(so reach weapon) have 20% chance of missing

Swift foot – While raging gain + 10 Movement speed

No Surrender- Can make attack of opportunity even while normally not being able to ( such as Disenage or fly by) 

Witch Hunter- gains a +2 damage, against creatures possessing spells or spell-like abilities

Deer dash – gain a +4 Bonus to AC when target by an attack of opportunity

Internal Fortitude – While raging are Immune to effects caused by smell.

Quick Reflexes : The Target can make one additional attack of opportunity per round.

Wrath of himmel(requires level 11) – can add 1d4 Lightning or thunder damage to melee attacks

stepping wolf – can ignore the first 10 feet of difficult terrain

Hurling – Increase the range of which you can throw objects and creatures by 20 feet and double the weight of items you can throw

Eyes of the Owl – gain darkvision while raging


Perfect clarity –  gains advantage on wisdom saves against illusion

Not backing down – Gain advantage on checks to resist being pushed or grappled

bloodhound  – while raging gain the scent ability

Fast fins – while raging got a swim speed equal to your  movement speed

leaping frog – while raging double the range of jumps

Boars dash – when you move more than 15 feet in a round, the next melee hit deals 2d6 more damage(if hits in the same round)

Dreadful Howl – while raging can use an Bonus action or an Move action to do an intimidation check to scare an enemy ( DC depending on foe)

Jump back – While raging, getting up from prone cost only 5 feet of movement

Lindorm Curse:

Cairn adds 1 necrotic damage  to melee attacks, and if killed by an attack or spell the target suffers the Curse of decay. make a Charisma save or take 1 con damage per day, and ages at rate of 1 year per day

Crag: add 1 fire damage  to melee attacks, and if killed by an attack or spell the target suffers the Curse of fire. make a  charisma save or gain vulnerability to fire

Fjord: add 1 cold damage  to melee attacks, and if killed by an attack or spell the target suffers the Curse of drowning.  make a Charisma save or target is unable to breathe water (even with magic), can hold its breath only half as long as normal

Ice: add 1 cold damage  to melee attacks,  and if killed by an attack or spell the target suffers the Curse of frost.  make a Charisma save or gain vulnerability to cold

taiga:  add 1 electricity damage  to melee attacks,  and if killed by an attack or spell the target suffers the Curse of electricity. Make a Charisma save or gain vulnerability to electricity

tarn: add 1 fire damage to melee attacks,  and if killed by an attack or spell the target suffers the Curse of boiling blood.  make a Charisma save or target is no longer affected by healing spells and can’t heal damage naturally by resting

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