Psionic Bards are a rare breed of musicians who possess the extraordinary ability to manipulate mental energies and the fabric of reality itself. Unlike traditional bards, their talents extend beyond mere musical prowess; they are born with an innate affinity for psionics. This form of magic, often misunderstood and shrouded in mystery, allows them to alter the outcomes of events and even the very fabric of fate.
The origins of Psionic Bards can be traced back to ancient orders that sought to blend the emotional resonance of music with the raw power of the mind. Over time, these bards have honed their skills to create potent luck-enhancing energies, channeled through their Bardic Inspiration. They can turn the tide of battle, make an ally's attack strike true, or even deflect deadly blows. With enough mastery, they can manipulate fate itself, making success and victory almost a certainty.
Psionic Bards often find themselves in a precarious position in society. While their abilities are incredibly potent, they are frequently misunderstood and even feared. This leads to complex relationships with both those who seek to harness their power and those who wish to suppress it. Their most significant bond, however, is with the pursuit of knowledge and mastery over their unique form of magic.
In the diverse world of Alavir, Psionic Bards serve as powerful allies in any endeavor. Their abilities make them invaluable in situations that require a blend of combat prowess and magical versatility. Whether it's using telepathy to uncover secrets, employing shadow blades in combat, or levitating to reach otherwise inaccessible places, their skills are a boon to any who understand and appreciate their true potential.
At 1st level, you can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
In addition, you ignore verbal components on spells. In addition, when you cast a spell, you can make a Performance skill check (once per round).
At 3rd level, you have Greater Resistance to psychic damage and advantage on intelligence, wisdom, and charisma saving throws.
When you succeed on a saving throw you regain one spell point.
At 7th level, you can add psychic damage equal to your bard level to any weapon, spell, or feature damage roll.
At 11th level, grant allies within 60 feet of you advantage on intelligence, wisdom, and charisma saving throws.
In addition, heal all allies for your an amount equal to your spellcasting modifier every time they succeed on a saving throw.
At 15th level, on your turn, you can levitate at will.
Levitate: You rise vertically, up to 30 feet. You can also choose up to 3 creatures of your choice to levitate.
As an action, you can move all levitated allies up to 120 feet.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Bracers of the Enlightened: (Accessory) Your spells deal additional psychic damage equal to your proficiency modifier.
Robes
Cloak
Caster weapon of your choice.