Class Features
As a skald, you gain the following Class Features.
Hit Points
Hit Dice: 1d8 per skald level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 8 + your Constitution modifier per skald level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple Weapons, longswords, rapiers, cutlasses, shortswords
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 Rapier, (b) a Longsword, or (c) any simple weapon
(a) a pirate’s pack or (b) an entertainer’s pack
(a) Bagpipes or (b) any other musical instrument (not piano)
Thick Shirt and a Dagger
Spirit Power (Spellcasting)
You have learned to spiritually attune to the emotions of others around you and also project your feelings into the world to create different magic-like effects. This class will use the Skald spell list.
Natural Abilities (Cantrips)
You know two Cantrips of your choice from the skald spell list. You learn additional skald Cantrips of your choice at higher levels, as shown in the Natural Abilities (Cantrips) Known column of the Skald table.
Spirit Power (Spell) Slots
The Skald table shows how many Spirit Power (Spell) Slots you have to cast your Spirit Powers (Spells) of 1st Level and higher. To cast one of these Spirit Powers, you must expend a slot of the Spirit Power’s level or higher. You regain all expended Spirit Power Slots when you finish a Long Rest.
For example, if you know the 1st-level spirit power (spell) Cure Wounds and have a 1st-level and a 2nd-level spirit power slot available, you can cast Cure Wounds using either slot.
Spirit Powers (Spells) Known of 1st Level and Higher
You know four 1st-level Spirit Powers (Spells) of your choice from the skald spell list.
The Spirit Powers Known column of the Skald table shows when you learn more skald spells of your choice. Each of these spells must be of a level for which you have Spirit Power Slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new spirit power of 1st or 2nd Level.
Additionally, when you gain a level in this class, you can choose one of the skald spirit powers you know and replace it with another spirit power from the skald spirit power list, which also must be of a level for which you have Spirit Power Slots.
Spirit (Spellcasting) Ability
Charisma is your Spirit (Spellcasting) ability for your skald Spirit Powers. Your power comes from the heart and soul you pour into the Performance of your music or oration. You use your Charisma whenever a spirit power (spell) refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for skald spirit power you cast and when making an Attack roll with one.
Spirit save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spirit Attack modifier = your Proficiency Bonus + your Charisma modifier
Ritual Casting
You can cast any skald spirit power (spell) you know as a ritual if that spell has the ritual tag.
Spirit (Spellcasting) Focus
You can use a musical instrument (see “Misc. Gear” in Items) as a spirit power (Spellcasting) focus for your skald spirit powers.
Skaldic Verse
You can inspire powerful emotions in others through your tales or music to greatly increase their willpower. 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 Skaldic Verse 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 Skaldic Verse die, but must decide before the DM says whether the roll succeeds or fails. Once the Skaldic Verse die is rolled, it is lost. A creature can have only one Skaldic Verse 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 Skaldic Verse 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 the Sea
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.
Versatile Verse
At 2nd level, if a creature has a Skaldic Verse die from you and casts a spirit power (spell) that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spirit power. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Skaldic Verse die is then lost.
Skald School
At 3rd Level, you delve into the advanced Techniques of a Skald School of your choice: the School of Hypnotism, School of Battlehymn, and School of the Underworld, all detailed below. Your choice grants you features at 3rd Level and again at 6th and 14th level.
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. At 10th level, you can choose another two skill Proficiencies to gain this benefit.
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. Alternatively, you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.
Additionally, whenever you gain a level in this class that grants the Ability Score Improvement feature, you can replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise or replace one cantrip you learned from this class's Spirit Power (Spellcasting) feature with another natural ability (cantrip) from the skald spell list.
Continued Verse
Beginning when you reach 5th Level, you regain all of your expended uses of Skaldic Verse when you finish a short or Long Rest.
Counterverse
At 6th level, you gain the ability to use musical notes or words of power to counter any mind-influencing Effects used against you and your allies. 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).
Tales of Legends
By 10th level, you have learned how to use some of the magical powers and techniques of strong creatures you have encountered over the course of your journey. Choose two Special Powers (Spells) from any Class (from standard 5e), including skald spells. A spell you choose must be of a level you can cast, as shown on the Skald table, or a cantrip.
The chosen Spells count as Skald spirit powers for you and are included in the number in the Spirit Powers Known column of the Skald table.
You learn two additional Spells from any Class at 14th level and again at 18th level.
Superior Verse
At 20th level, when you roll Initiative and have no uses of Skaldic Verse left, you regain one use.