Path of the Herald

In northern lands, the savage warriors charge into battle behind chanting warrior‐poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald, who are sometimes called skalds, lead their people into battle chanting the tribe’s sagas, spurring them on to new victories while honoring the glory of the past.

Oral Tradition

When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.

Battle Fervor

Starting when you choose this path at 3rd level, when you enter a rage as a bonus action, you can expend one additional daily use of rage to allow up to three willing creatures within 30 feet to enter a rage as well. The creatures must be able to see and hear you. Creatures affected by this feature gain the same benefits and restrictions you do when you enter a rage.

Battle fervor lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you either haven’t attacked a hostile creature since your last turn or have taken damage since then. You can also end battle fervor on your turn as a
bonus action.


As a historian, you are well aware how much impact the past has on the present. At 6th level, you can enter a trance and explore your people’s sagas to cast the augury, comprehend languages, and identify spells but only as rituals.

Bolstering Chant

At 10th level, when you end your rage as a bonus action, you regain a number of hit points equal to your barbarian level × 3. If you end your battle fervor as a bonus action, you restore a number of hit points equal to your barbarian level + your Charisma modifier to yourself and all creatures affected by it.

Thundrous Oratory

At 14th level, when you enter a rage, your attacks deal an extra 2d6 thunder damage. If you strike a critical hit, your target must succeed at a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be pushed 10 feet away and knocked prone in addition to the extra damage. When you enter battle fervor, you and all the creatures affected by it deal an extra 1d6 thunder damage. If you or any of the affected creatures strikes a critical hit, the target must succeed on a Strength saving throw as calculated above or be pushed 10 feet away in addition to the extra damage.

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