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Skald

A skald

Level XP HD Special
1 0 1d8 Raging Song (+1 bonus), Skaldic Lore
2 2,000 2d8 Rallying Cry (1d6)
3 4,000 3d8
4 8,000 4d8 Raging Song (+2 bonus)
5 16,000 5d8
6 32,000 6d8 Inspiring Presence (+1)
7 64,000 7d8
8 120,000 8d8 Rallying Cry (2d6)
9 240,000 9d8
10 360,000 9d8+1 Raging Song (+3 bonus)
11 480,000 9d8+2
12 600,000 9d8+3 Rallying Cry (3d6)
13 720,000 9d8+4 Stronghold and followers
14 840,000 9d8+5 Saga’s Echo
15 960,000 9d8+6
16 1,080,000 9d8+7
17 1,200,000 9d8+8
18 1,320,000 9d8+9
19 1,440,000 9d8+10
20 1,560,000 9d8+11

The Skald is a charismatic leader whose true power lies in their voice. They are warrior-poets who inspire allies with tales of heroism and rousing battle chants. Skalds carry the spirit of their people into every conflict, strengthening their companions’ resolve and turning the tide of battle through sheer force of will and song.

The prime requisite of a Skald is charisma.  A Skald must have at least a 14 in charisma.  A Skald with 16-17 in charisma receives +5% to earned experience, or +10% if the Skald has an 18.  Skalds fight and save as clerics.  A skald may use any light or medium armor, shields, and any weapons.

Special abilities

Raging song:   the Skald can begin a powerful Raging Song, battle chant, or heroic recitation as an action.  All allies within a 30’ radius who can hear them gain a +1 bonus to attack rolls and damage rolls.  This bonus increases to +2 at 4th level, and +3 at 10th level.  The song lasts for a number of rounds equal to the Skald’s Charisma modifier (minimum 1).  The Skald can end the song at any time.  You can use Raging Song a number of times equal to your Charisma modifier (minimum 1) per day.

Skaldic Lore:   The Skald is a keeper of tales, history, and ancient traditions. They can attempt a skill check to recall lore about historical events, legendary figures, monsters, or ancient sites. This uses their Wisdom ability score and the player’s level as the skill bonus.

Rallying Cry:   the Skald’s words can mend spirits and bodies.  Once per day, the Skald can use an action to heal a single ally within 30’ for 1d6 HP + their Charisma modifier.  This healing increases to 2d6 at 8th level, and 3d6 at 12th level.

Inspiring Presence:   the Skald’s very presence bolsters their allies.  All allies within 10 feet of the Skald gain a +1 bonus to their AC and advantage on saving throws against fear effects.  This bonus is lost if the Skald is incapacitated.

Stronghold and followers:   a Skald may establish a personal stronghold, typically a grand hall, a legendary gathering place, or a fortified longhouse that echoes with tales of glory.  This stronghold will attract a number of loyal followers (as per standard Basic Fantasy RPG rules for a Fighter).

Saga’s Echo:   once per day the Skald can unleash the full, legendary power of their voice.  The Skald can amplify their Raging Song for 1 minute.  During this time, all allies within 60 feet (regardless of line of sight) receive double the current bonus from Raging Song (e.g., if it’s +3, they get +6) and resistance to all non-magical damage.  This is a powerful, climactic performance.


That which does not kill you gives you XP