College of the Extraplanar

All those with music in their souls touch a world outside of our own. For most, this world is merely the realm of emotion, creativity, and the expression of artistic talent. In other cases, however, music will attract the attention of something far more eerie. Those who study the music of the extraplanar are wracked with torturous lashes of unnatural hymns, and from these otherwordly echoes do they draw their mad inspirations.

Drums in the Deep

Those who are touched by the intrusion of an extraplanar being rarely find the relief of an undisturbed night's sleep. Their dreams are plagued with music from beyond the realm of mortal understanding, and their mind is assailed by strains of haunting music and abberant whispers.

At level 3, you have obsessed over the beyonder's words, learning an exotic language similar to their speech, and you gain proficiency in one set of artisan's tools as you struggle to translate and preserve their communication in your waking hours.

Unearthly Conduit

Also at 3rd level, you can channel the eldritch musics of the ineffable through your mind and into your music, unnerving and enthralling those who hear it. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to roll a die equal to your Bardic Inspiration die and subtract it from the result. If you do, you take one Bardic Inspiration die's worth of psychic damage for each time you've used this ability since your last long rest as the music wreaks havoc on your mind. This damage bypasses any resistances or immunities you may have.

You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being frightened.

Discordant Song

Starting at 6th level, your music is infected with dangerous rhythms. When you cast a bard spell on your turn by using a musical instrument as a spellcasting focus, until the end of your next turn, all creatures within 60 ft that can hear you have disadvantage on the Constitution saving throws made to concentrate on a spell.

Mindfire

Also at 6th level, you have mastered the language of your eldritch intruder and have begun to decipher the key to its psionic magics.

When you cast a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you may

substitute psychic damage in its place.

Additionally, once per day, when you cast a spell that requires a saving throw, you can change the saving throw from one ability score to intelligence. Whenever you take psychic damage, you may prevent 1 of it as your fractured mind channels it into the bizarre genius of your power, letting you use this feature an additional time before your next long rest.

Maestro of Madness

At 14th level, your mind has been irrevocably warped by the presence of the otherwordly. You gain resistance to psychic damage, and creatures that would attempt to read your mind, sense your thoughts and emotions, or affect you with divination spells must make a Wisdom saving throw against your spell save DC or take one bardic inspiration dice's worth of damage for each time you've used Unearthly Conduit in the past 24 hours.