Of all the possitions in Mannaheim, none are more highly prized by kings and peasents alike than the Skáld. Whether scholar or scoundrel, a skáld weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Class Features
As a skáld, you gain the following class features.
Hit Points
Hit Dice: 1D8 per Skáld Level
Hit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1D8 (or 5) + your Constitution modifier per Skáld level after 1st
Proficiencies
Armor Proficiencies: Light armor
Weapon Proficiencies: Simple Weapons,
Swords
Tools: Three
Musical Instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Seax, (b) a Sword, or (c) any Simple Weapons
(a) a Skáld’s Pack
(a) a Lute or (b) any other Musical Instrument
Leather armor and a Dagger
Spellcasting:
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Skáld spell list.
Cantrips
You know two cantrips of your choice from the skáld spell list. You learn additional Skáld cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skáld table.
Spell Slots
The Skáld table shows how many spell slots you have to cast your skáld 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 short 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 skáld spell list.
The Spells Known column of the Skáld table shows when you learn more skáld 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 skáld spells you know and replace it with another spell from the skáld spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your skáld 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 skáld 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
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a Musical Instrument as a spellcasting focus for your bard spells.
Class Features:
Skáldic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Skáldic Inspiration die, a
D6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Skáldic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Skáldic Inspiration die is rolled, it is lost. A creature can have only one Skáldic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Skáldic Inspiration die changes when you reach certain levels in this class. The die becomes a
D8 at 5th level, a
D10 at 10th level, and a
D12 at 15th level.
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.
Song Of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to
1D8 at 9th level, to
1D10 at 13th level, and to
1D12 at 17th level.
Skáldic Tradition
At 3rd level, you delve into the advanced techniques of a Skáldic Tradition of your choice.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
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.
Font Of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Skáldic Inspiration when you finish a Short or Long Rest.
Countercharm
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).
Expertise
At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any classes at 14th level and again at 18th level.
Magical Secrets
At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Skáld table, or a cantrip.
The chosen spells count as skáld spells for you and are included in the number in the Spells Known column of the Skáld table.
You learn two additional spells from any classes at 18th level.
Magical Secrets
At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Skáld table, or a cantrip.
The chosen spells count as Skáld spells for you and are included in the number in the Spells Known column of the Skáld table.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
Subclass Options
The way of a Skáld is gregarious. Skálds seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Skálds form loose associations, called Skáldic Traditions, to facilitate their gatherings and preserve their traditions.
Tradition of Bragi
Tradition of Ofridr
Tradition of Villr
Skáld Spell List
Cantrips
Blade Ward
Dancing Lights
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Thunderclap
True Strike
Vicious Mockery
1st Level Spells
Animal Friendship
Bane
Charm Person
Color Spray
Command
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Dissonant Whispers
Distort Value
Earth Tremor
Feather Fall
Guiding Hand
Healing Word
Heroism
Hideous Laughter
Identify
Illusory Script
Longstrider
Puppet
Sense Emotion
Silent Image
Silvery Barbs
Sleep
Speak with Animals
Sudden Awakening
Thunderwave
Unearthly Chorus
Unseen Servant
Vanir Fire
2nd-Level Spells
Aid
Animal Messenger
Blindness/Deafness
Borrowed Knowledge
Calm Emotions
Circle of Truth
Cloud of Daggers
Crown of Madness
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Gift of Gab
Heat Metal
Hold Person
Invisibility
Kinetic Jaunt
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Mouth
Mirror Image
Perfidious Mischief
Phantasmal Force
Pyrotechnics
See Invisibility
Shatter
Silence
Skywrite
Suggestion
Warding Wind
3rd-Level Spells
Antagonize
Bestow Curse
Catnap
Clairvoyance
Dispel Magic
Enemies Abound
Fast Friends
Fear
Feign Death
Glyph of Warding
Hypnotic Pattern
Intellect Fortress
Major Image
Mass Healing Word
Motivational Speech
Nondetection
Plant Growth
Sending
Slow
Speak with Dead
Speak with Plants
Stinking Cloud
Tiny Hut
Tongues
4th Level Spells
Charm Monster
Compulsion
Confusion
Dimension Door
Ego Whip
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Psychic Lance
5th-Level Spells
Animate Object
Awaken
Dominate Person
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Mislead
Modify Memory
Realm Binding
Scrying
Seeming
Skill Empowerment
Synaptic Static
Telepathic Bond
Teleportation Circle
6th-Level Spells
Eyebite
Find the Path
Guards and Wards
Heroes’ Feast
Irresistible Dance
Mass Suggestion
Polymorph
Programmed Illusion
True Seeing
7th-Level Spells
Dream Veil
Etherealness
Forcecage
Magnificent Mansion
Mirage Arcane
Phantom Sword
Project Image
Raise Dead
Regenerate
Symbol
Teleport
8th-Level Spells
Antipathy/Sympathy
Dominate Monster
Feeblemind
Glibness
Mind Blank
Power Word Stun
9th-Level Spells
Foresight
Mass Polymorph
Power Word Heal
Power World Kill
Prismatic Wall
Psychic Scream
Resurrection
True Polymorph
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