**Source:** [Pretty pictures, but can't copy text](https://www.dropbox.com/scl/fi/kq0wgyq290nypugqdin55/bard-WilderNoCopy.pdf?rlkey=u31e2f4jv5d3anwb2jt6htgmk&st=3bxc6xwo&dl=0) Bards across the multiverse use emotion and intensity to push their allies to ever greater heights of legend. But the wilder is gifted with psionic power that allows them to better read, and alter, the emotional state of their audience, even driving them into frenzy when the situation calls for it. ## Bonus Proficiencies At 3rd level when you become a Wilder you gain proficiency in the Arcana and Insight skills. If you are already proficient, you instead gain an Expertise Dice in Psionics and/or Reading Emotions. ## Emotional Empowerment Also at 3rd level, you gain a reservoir of power that you use to empower your emotions. This reservoir is a 1d6 Psi Dice, though you will gain 1 additional dice at levels 5, 10, and 15. When you roll a Deception, Intimidation, or Persuasion check you may roll your psi dice and add the result to the check. On a roll of a 1 or a 2, the die is lost. On a roll of the maximum value of the die you instead recover one, if any, lost die. You recover all of your Psi Dice at the end of a long rest and during a short rest can trade 1 HD for 1 Psi Die. HD used in this way provide no HP recovery. In addition, when you would provide an ally with your bardic inspiration, you may instead give your ally use of a psi die, if you have any in your reservoir. Doing so does not expend a use of your bardic inspiration, but you may lose your psi die based on the roll. Maximum results on this use of psi dice do not restore psi dice to you or the ally when used. ## Explosive Feelings At 6th level, your emotional understanding allows you to alter the emotions of those around you, sharply. As an action, expend a psi dice and choose a number of creatures within 60ft equal to your proficiency bonus. Each target may choose to make a wisdom saving throw against your emotional attack, chosen from the following list: - **Calm:** Your peace of mind ripples out into the mindscape. Creatures affected by this ability cannot take aggressive actions for 1 round unless attacked before or during their next turn, and any fear or rage effect upon them immediately ends. - **Hope**: Your target gains Inspiration as your hope blankets the mindscape. This inspiration can only be used to fuel the target’s Destiny. - **Joy**: Delight rolls outward and disrupts hostility. Targets affected by this ability gain advantage on their next attack roll or saving throw before the end of their next turn. - **Rage**: Your anger bursts outward in sharp spines that enrage. Any creature affected by this ability loses concentration on any ongoing effect and cannot begin concentrating until the end of their next turn. Creatures with a Rage feature trigger it without expending any action. - **Sorrow**: Your deepest ennui seeps into others, freezing them in place as despair roils in their mind. Creatures affected by this ability have their speed reduced to 0 until the end of their next turn as they simply give up. ## Shared Intensity At 14th level, your emotional control allows you to tune into your allies and share their emotional strengths. Choose a number of creatures equal to your proficiency bonus, not including yourself. For the next minute you and all chosen allies benefit from any emotion based benefit that any member of the group is benefitting from, and are unaffected by any emotion based penalty that all members of the group are not suffering from. For example unless all members of the shared intensity are frightened, no member of the shared intensity is treated as frightened, even though the condition remains until removed. But all members of the shared intensity may benefit from the Hope effect of your explosive emotions feature or a berserker’s rage.