Skald

There’s inspiration in the old tales. Each hero who stood up against the tyrants, who vanquished evil, who persevered in the face of hardship should motivate later generations to walk in those steps and do what is right. As a skald, you know these stories, poems, and songs. You recite them in battle, drawing from your deep well of knowledge to lift your allies’ spirits. You are a warrior-poet, and your voice rises above the clash of swords to lead your side to victory.

Level 7 Skald

Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
War Chant: If you are not confused, controlled, stunned, or unconscious, and you can speak, you can use this talent at the start of your turn. You chant for up to 1 minute, until you use your voice for some other purpose, or you stop chanting. The sound of your chanting carries through a Size 10 space centered on you and moves with you when you move. Each ally can add half your level to the results of their rolls to attack. In addition, if the target of their attacks has the Intellect impaired affliction, it takes an extra 1d6 damage. At level 10, allies affected by this talent also increase their supply of bonus damage dice by 1d6.
Confounding Kenning: If you are not confused, controlled, stunned, or unconscious, and you can speak, you can use this talent at the start of your turn. Target any number of creatures. You tell them a riddle. Each target that can hear you becomes Intellect impaired until it overcomes the effect with a successful Intellect roll. A creature that ends the affliction solves the riddle and ends the affliction for each other affected creature within 5 yards of it that can hear it and understand it. Once you use this talent, you lose access to it for 1 minute.

Level 8 Skald

Health: +18, Bonus Damage: +1d6
Rallying Tale: If you are not confused, controlled, stunned, or unconscious, and you can speak, you can use this talent at any point during your turn to end one affliction affecting you. Then, each ally other than you within 5 yards that can see and hear you can use a reaction to overcome one affliction or harmful effect. Once you use this talent, you lose access to it for 1 minute.

Level 10 Skald

Health: +18, Bonus Damage: +1d6
Tale of Tales: You can spend 10 minutes telling a tale of a great hero to inspire your allies. If an ally listens to the full performance and understands what you say, the ally is emboldened for 8 hours. The ally increases their Health by 10, makes attribute rolls with 1 boon, and their attacks deal an extra 1d6 damage. When an emboldened ally fails a roll, they can turn the failure into a success, but the emboldened effect ends for them. Once you use this talent, you lose access to it until after you rest.