Psionic Bard (reinterpretation of class and subclass)
As a psionic bard, you no longer have the ability to cast spells with an exception to already learned cantrips. Many of your previously known abilities are altered as you have left magic behind to pursue psychic powers. You are able to use music to channel these psychic powers. You gain proficiency in performance and perception.
Psychic Concentration:
This is the psionic equivalent to regular concentration. Since your psionic abilities are channeled through your music a certain amount of concentration must be kept on your music to keep up any effects fueled by it. If you take damage, use another ability that requires Psychic Concentration, become incapacitated, or stop playing music for any other reason, you lose Psychic Concentration. At 13th level, you have become a master of your chosen instruments and are able to play multiple melodies at once which allows you to use multiple abilities that require Psychic Concentration simultaneously.
Bardic Inspiration:
You have a number of dice equal to twice your proficiency bonus which fuel various psychic abilities. On a bonus action choose a creature other than yourself within 60 feet. That creature gains one Bardic Inspiration die, a d6. Once within the next 10min, the creature can roll the die to and add the roll to one ability check, saving throw, or attack roll that it makes. The creature can wait to roll it until after they roll the d20 but must decide to roll before the DM says whether the roll succeeds or not. Once rolled, the die is gone. A creature can only possess one Bardic Inspiration die at a time. You regain any expended uses when you finish a long rest. The die size follows the same size progression as regular Bardic Inspiration dice.
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. If you choose, instead of adding half of your proficiency bonus, you can expend a Bardic Inspiration die and add it instead.
Song of Rest:
Beginning at 2nd level, you can spend a Bardic Inspiration die to use soothing music or oration to help revitalize wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by expending Hit Dice, each of those creatures regains an extra amount of hit points equal to a Bardic Inspiration die. Beginning at 5th level, as an action using your Psychic Instrument, you can spend a Bardic Inspiration die to play chaotic, disturbing, soothing, or triumphant music to achieve one of 4 various effects.
Chaotic Music:
Any creature that is affected by your nonsensical sounds subtracts a Bardic Inspiration die from its next attack roll or ability check. This effect requires Psychic Concentration.
Disturbing Music:
Any creature that is affected by these disturbing sounds must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) and take damage equal to half your Bardic Inspiration die rounded down (minimum 1) or none on a success.
Soothing Music:
Any creature that is affected by this soothing music regains hit points equal to a Bardic Inspiration die.
Triumphant Music:
Any creature that is affected by this triumphant music deals bonus damage equal to half your proficiency bonus rounded down on any attack it makes until the end of your next turn. This effect requires Psychic Concentration.
Expertise:
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using either of the chosen proficiencies. At 10th level, you can choose another two proficiencies to gain this benefit.
Psychic Whispers: (3rd level)
You can establish telepathic communication between yourself and others. As an action, choose one or more creatures you can see, up to a number of creatures equal to your Charisma modifier, and then roll one Bardic Inspiration die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). At 7th level you become more adept at mentally communicating. You and the creature(s) don't need to speak a common language to understand each other.
Telekinetic Movement: (3rd level)
You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Bardic Inspiration die to take it again.
Psionic Punch: (3rd level)
You harness your psionic powers into your physical attacks. You can roll a d4 instead of your normal unarmed strike and deal psychic damage. At 5th level this die changes to a d6, at 11th level a d8, and at 17th level a d10.
Psychic Instrument: (3rd level)
You no longer need to carry around a physical instrument but can instead conjure a psychic one as a free action. Only one instrument can be conjured at a time and has a psychic effect range of 30 feet. This Psychic Instrument can be seen and heard by anyone as a shimmering instrument of psychic energy but can only be played by you. This instrument can be used for various psychic effects and always requires two hands to play. For a creature to be affected by this instrument it must be played. At 5th level you can decide who is or is not affected by your Psychic Instrument and the kinds of sounds heard because it is psychic. However, the sounds must still resemble those which would come from the instrument being played. At 9th level, the effective range is extended to 60 feet.
Ability Score Improvement:
At 4th level.
Psychic Prowess: (5th level)
Beginning at 5th level you have begun unlocking abilities by using your Psychic Instrument in more diverse ways.
Bolster Resolve: (5th level)
You can expend an action and a Bardic Inspiration die to bolster the resolve of yourself and any creature affected by your Psychic Instrument giving them resistance to being charmed and frightened for a number of minutes equal to a Bardic Inspiration die. This effect ends if you lose Psychic Concentration.
At 7th level Bolster Resolve also provides affected creatures with resistance to psychic damage.
Musical Charisma: (5th level)
You can expend a bonus action and a Bardic Inspiration die to play extra charismatically and gain a bonus Charisma modifier equal to half a Bardic Inspiration die rounded down (minimum of 1) to use on ability checks made against creatures affected by your Psychic Instrument while you play. This effect lasts for a number of minutes equal to a Bardic Inspiration die.
Musical Enhancement: (7th level)
You can expend an action and two Bardic Inspiration dice to focus all of your psychic powers into one willing creature of your choice that is affected by your Psychic Instrument. For up to 1 minute or until Psychic Concentration is lost, the target's speed is doubled, it has advantage on Dexterity Saving Throws, and it gains an additional Action as well as regaining hit points equal to one Bardic Inspiration die on each of its turns. That Action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object Action.
Psionic Distress: (7th level)
You can expend an action and a Bardic Inspiration die to focus your psionic powers into one creature of your choice that is affected by your Psychic Instrument. This sends them into distress and causes them to have disadvantage on their next attack roll or ability check. This ability can also be toned down to have more minor effects such as causing a temporary (10 minute) headache or nausea.
Psionic Jolt: (9th level)
You can expend an action and a Bardic Inspiration die to focus your psionic powers into one creature of your choice that is affected by your Psychic Instrument. This knocks that creature unconscious if it fails a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) and has no effect otherwise.
Psychic Weapon: (10th level)
At 10th level, your Psychic Instrument becomes much deadlier to those who you choose to effect with it and due to your strict devotion to your musical and psychic abilities you’ve lost all proficiencies in simple and martial weapons but gain resistance to psychic damage. Your Psychic Instrument becomes your weapon and, as an action you can play a riff to deal 2d6 psychic damage to a single chosen creature within 30 feet that fails a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or half if they succeed.
You can choose to increase this ability's damage by expending Bardic Inspiration dice. For each die you expend, roll that die and add it as additional psychic damage. You must choose whether or not to expend any dice before the saving throw is made.
Psychotic Illusions: (14th level)
Starting at 14th level you are able to conjure illusions that affect anyone affected by your Psychic Instrument. By expending four Bardic Inspiration dice you can create a powerful illusion capable of fooling all of an affected creature’s senses on a failed saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier). This illusion can last up to 1 day or until Psychic Concentration is lost.
Superior Inspiration: (20th Level)
When you roll initiative you regain one Bardic Inspiration die if, when rolling initiative, you have no uses left.
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Psionic Bard (reinterpretation of class and subclass)
As a psionic bard, you no longer have the ability to cast spells with an exception to already learned cantrips. Many of your previously known abilities are altered as you have left magic behind to pursue psychic powers. You are able to use music to channel these psychic powers. You gain proficiency in performance and perception.
Psychic Concentration:
This is the psionic equivalent to regular concentration. Since your psionic abilities are channeled through your music a certain amount of concentration must be kept on your music to keep up any effects fueled by it. If you take damage, use another ability that requires Psychic Concentration, become incapacitated, or stop playing music for any other reason, you lose Psychic Concentration. At 13th level, you have become a master of your chosen instruments and are able to play multiple melodies at once which allows you to use multiple abilities that require Psychic Concentration simultaneously.
Bardic Inspiration:
You have a number of dice equal to twice your proficiency bonus which fuel various psychic abilities. On a bonus action choose a creature other than yourself within 60 feet. That creature gains one Bardic Inspiration die, a d6. Once within the next 10min, the creature can roll the die to and add the roll to one ability check, saving throw, or attack roll that it makes. The creature can wait to roll it until after they roll the d20 but must decide to roll before the DM says whether the roll succeeds or not. Once rolled, the die is gone. A creature can only possess one Bardic Inspiration die at a time. You regain any expended uses when you finish a long rest. The die size follows the same size progression as regular Bardic Inspiration dice.
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. If you choose, instead of adding half of your proficiency bonus, you can expend a Bardic Inspiration die and add it instead.
Song of Rest:
Beginning at 2nd level, you can spend a Bardic Inspiration die to use soothing music or oration to help revitalize wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by expending Hit Dice, each of those creatures regains an extra amount of hit points equal to a Bardic Inspiration die. Beginning at 5th level, as an action using your Psychic Instrument, you can spend a Bardic Inspiration die to play chaotic, disturbing, soothing, or triumphant music to achieve one of 4 various effects.
Chaotic Music:
Disturbing Music:
Soothing Music:
Triumphant Music:
Expertise:
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using either of the chosen proficiencies. At 10th level, you can choose another two proficiencies to gain this benefit.
Psychic Whispers: (3rd level)
You can establish telepathic communication between yourself and others. As an action, choose one or more creatures you can see, up to a number of creatures equal to your Charisma modifier, and then roll one Bardic Inspiration die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). At 7th level you become more adept at mentally communicating. You and the creature(s) don't need to speak a common language to understand each other.
Telekinetic Movement: (3rd level)
You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Bardic Inspiration die to take it again.
Psionic Punch: (3rd level)
You harness your psionic powers into your physical attacks. You can roll a d4 instead of your normal unarmed strike and deal psychic damage. At 5th level this die changes to a d6, at 11th level a d8, and at 17th level a d10.
Psychic Instrument: (3rd level)
You no longer need to carry around a physical instrument but can instead conjure a psychic one as a free action. Only one instrument can be conjured at a time and has a psychic effect range of 30 feet. This Psychic Instrument can be seen and heard by anyone as a shimmering instrument of psychic energy but can only be played by you. This instrument can be used for various psychic effects and always requires two hands to play. For a creature to be affected by this instrument it must be played. At 5th level you can decide who is or is not affected by your Psychic Instrument and the kinds of sounds heard because it is psychic. However, the sounds must still resemble those which would come from the instrument being played. At 9th level, the effective range is extended to 60 feet.
Ability Score Improvement:
At 4th level.
Psychic Prowess: (5th level)
Beginning at 5th level you have begun unlocking abilities by using your Psychic Instrument in more diverse ways.
Bolster Resolve: (5th level)
Musical Charisma: (5th level)
Musical Enhancement: (7th level)
Psionic Distress: (7th level)
Psionic Jolt: (9th level)
Psychic Weapon: (10th level)
At 10th level, your Psychic Instrument becomes much deadlier to those who you choose to effect with it and due to your strict devotion to your musical and psychic abilities you’ve lost all proficiencies in simple and martial weapons but gain resistance to psychic damage. Your Psychic Instrument becomes your weapon and, as an action you can play a riff to deal 2d6 psychic damage to a single chosen creature within 30 feet that fails a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or half if they succeed.
Psychotic Illusions: (14th level)
Starting at 14th level you are able to conjure illusions that affect anyone affected by your Psychic Instrument. By expending four Bardic Inspiration dice you can create a powerful illusion capable of fooling all of an affected creature’s senses on a failed saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier). This illusion can last up to 1 day or until Psychic Concentration is lost.
Superior Inspiration: (20th Level)
When you roll initiative you regain one Bardic Inspiration die if, when rolling initiative, you have no uses left.