Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses.
You have proficiency in the Perception skill.
Ice Veins
Your Snow Elf blood grants you resistance to cold damage, and in addition you are adapted to cold climates as mentioned in the Dungeon Master's Guide.
Snow Sight
Hailing from lands famous for its harsh weather, you have learned to block out such distractions. You do not have disadvantage on Wisdom (Perception) checks due to low visibility caused by fog, rain, snow or similar weather conditions.
Tavern Brawler
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Consititution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Strike of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
Inspired rage
In battle, you inspire primal ferocity. On your turn, you can inspire rage as a bonus action.
Each friendly creature accepting your Inspiring rage gains the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This damage increases to +3 at 9th level, and +4 at 16th level.
- At the beginning of the skald's turn you gain 2 temporary hit points This increases to 3 at 9th level and 4 at 16th level
If you are able to cast spells, you can't cast them or concentrate on them while accepting Inspired Rage.
Inspired Rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Inspired Rage on your turn as a bonus action.
Once you have used Inspired Rage the number of times shown for your Skald level in the Inspired Rage column of the Skald table, you must finish a long rest before you can use Inspired Rage again.
When a Skald starts an Inspired Rage each friendly creature within 60 ft must decide whether to accept or refuse the effects of the Skald’s Inspired Rage. Unconscious allies automatically accept the song. If accepted, the Inspired Rage's effects last until the song ends, or until they stop accepting it as a bonus action, whichever comes first. A Skald can accept the effects of their own Inspired Rage Affected allies must be able to hear the skald for the song to have any effect.
Unarmoured Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Skill Mastery (Adapted from Versatile Performance)
At 2nd level, a skald can choose one skill. He becomes proficient in the chosen skill.
At 7th, 11th, & 15th level, the skald selects an additional skill.
Spellcasting Ability
Charisma is your spellcasting ability for your skald spells. Your magic comes from the rage 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 skald spell you cast and when making an attack roll with one.
Spell Save DC =12
Spell attack modifier = +4
Spellcasting Focus - A skald can use his instruments as an arcane focus
Skaldic Path: Path of the Artist
Those who follow this path are usually guardians who wish to protect their allies and inspire confidence in those around them.
Mark of the Artist
At 3rd level you has been marked by fate, as indicated by an impressive tattoo, scar, or birthmark you possess. Once someone accepts Inspired Rage they are granted a 1d6 inspiration die. The Inspiration die lasts until used or the inspired rage ends. It can grant 1d6 bonus on any d20 roll they have just made.
Song of Marching
When you reach 3rd level, you can perform a series of verses that invigorates you and your allies during long travels. While traveling for an hour or more, difficult terrain does not slow your group's travel, and your group has advantage on saving throws made to resist the effect of any harsh terrains or climates while traveling.
In addition, while raging, moving through nonmagical difficult terrain no longer cost extra movement for you.
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, you learn 1 new spell from any spell list. The selected spell counts as a Skald spell for you and doesn’t count against your Skald spells known.
You learn new spells in this way again at 11th and at 18th level.