Passeri's Book of Psalms

## Synopsis

Passeri's Book of Psalms is an anthology of magic songs, created by the legendary bard Passeri during the Age of Arcana. The book contains many magic songs that provide benefits to those who hear them. These benefits increase based on the quality of their performance. Two songs in particular, the Psalm of Awakening and the Psalm of Rest, also serve as plot devices related to the battle between Israphel, the Titan of Sapphrius Bay, and the Imlaq Colossus.

## Teaching The Psalms To Others

Louche and Israphel are uniquely familiar with the psalms contained in this book, and are the only students that Passeri ever mentored and shared the psalms with. Only they are capable of using the psalms to produce their magic effects. Other skilled musicians could learn to play the songs in a mundane way, but the arcane techniques taught by Passeri are required to imbue them with magic. Louche could potentially teach these techniques once his memory improves, given some time.

## Writing New Psalms

The book provides enough fundamental detail for a trained bard to begin writing their own psalms. Once per day, provided that the bard spends at least 2 hours working, they can make an Intelligence ability check using their proficiency in a musical instrument, and add their Bard level to the roll. As part of the writing session, the bard can also choose to expend any amount of mana, and add the number of mana points expended to the roll.

The result of this check is tracked cumulatively over repeated sessions of work. Once the total reaches 1000, a new psalm is completed.

Louche's Psalm Progress

## Properties

This book contains magical songs created by the legendary bard Passeri. As part of a short or long rest, you can play a song from the book. Willing creatures of your choice who hear your performance, including yourself, gain the benefits of the song. These benefits last for 24 hours, or until another song is played from the book. Once a creature gains the benefits of a song, they cannot gain the benefits of a song again until they complete a short rest. In addition, once a creature gains the benefits of a song, they cannot gain the benefits of the same song again until they complete a long rest.

Each time you play a song from the book, make a skill check with the instrument you are playing. The result of this skill check determines the exact effects of the song, as listed below.

### Psalm of Awakening

1-19: You do not require sleep, and magic cannot put you to sleep.

20-29: You do not require sleep, and magic cannot put you to sleep. You have advantage on initiative checks, and you cannot be surprised while you are conscious.

30-34: You do not require sleep, and magic cannot put you to sleep. You have advantage on initiative checks, and you cannot be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

35+: You do not require sleep, and magic cannot put you to sleep. You have advantage on initiative checks, and you cannot be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. You have advantage on Dexterity saving throws against effects that you can see, such as traps an spells.

### Psalm of Rest

1-19: If you spend hit dice as part of this rest, you can forego rolling the dice, and treat each die as if it had rolled its maximum value.

20-29: If you spend hit dice as part of this rest, you can forego rolling the dice, and treat each die as if it had rolled its maximum value. In addition, you gain temporary hit points equal to double your Constitution modifier.

30-34: If you spend hit dice as part of this rest, you can forego rolling the dice, and treat each die as if it had rolled its maximum value. In addition, you gain temporary hit points equal to double your Constitution modifier. If you regain mana by completing this rest, the amount of mana you regain increases by 1d4.

35+: You gain the benefits of the *heroes' feast* spell. If you spend hit dice as part of this rest, you can forego rolling the dice, and treat each die as if it had rolled its maximum value. In addition, you gain temporary hit points equal to double your Constitution modifier. If you regain mana by completing this rest, the amount of mana you regain increases by 1d4.

### Psalm of Mastery

1-19: The creature that plays the song chooses one skill or tool. You gain proficiency in that skill or tool. If you already have proficiency with the skill or tool, your proficiency bonus is doubled for any ability check that uses the proficiency.

20-29: The creature that plays the song chooses two skills or tools. You gain proficiency in those skills or tools. If you already have proficiency with the skills or tools, your proficiency bonus is doubled for any ability check that uses those proficiencies.

30-34: The creature that plays the song chooses two skills or tools. You gain proficiency in those skills or tools, and you have advantage on ability checks that use those proficiencies. If you already have proficiency with the skills or tools, your proficiency bonus is doubled for any ability check that uses those proficiencies.

35+: The creature that plays the song chooses four skills or tools. You gain proficiency in those skills or tools, and you have advantage on ability checks that use those proficiencies. If you already have proficiency with the skills or tools, your proficiency bonus is doubled for any ability check that uses those proficiencies.

### Psalm of Innervation

1-19: Choose one of your class or racial resources that normally recharges on a long rest (such as Rage, Infernal Legacy, or Sorcery Points). You regain 1/4 of your maximum uses of that resource (minimum 1).

20-29: Choose one of your class or racial resources that normally recharges on a long rest (such as Rage, Infernal Legacy, or Sorcery Points). You regain 1/2 of your maximum uses of that resource (minimum 1).

30-34: Choose one of your class or racial resources that normally recharges on a long rest (such as Rage, Infernal Legacy, or Sorcery Points). You regain your maximum uses of that resource.

35+: Choose one of your class or racial resources that normally recharges on a long rest (such as Rage, Infernal Legacy, or Sorcery Points). You regain your maximum uses of that resource, and the next time you use that resource within the next 24 hours, you can do so without expending a use.

### Psalm of Imitation

1-19: You gain access to a class feature from another class. Roll on the Psalm of Imitation table to determine the feature. If you already have access to the feature, you gain no benefit from this song.

20-29: You gain access to a class feature from another class. Roll on the Psalm of Imitation table to determine the feature. If you already have access to the feature, roll again until you roll a feature that you don't already have access to.

30-34: You gain access to a class feature from another class. Roll twice on the Psalm of Imitation table to determine two features. Then choose which of these features you gain access to. If you roll the same number twice, you can choose any feature from the list instead of gaining the corresponding feature. If you already have access to both features that you roll, roll again until you roll a feature that you don't already have access to.

35+: You gain access to a class feature from another class. Roll three times on the Psalm of Imitation table to determine three features. Then choose which of these features you gain access to. If you roll the same number two or more times, you can choose any feature from the list instead of gaining one of the corresponding features. If you already have access to all of features that you roll, roll again until you roll a feature that you don't already have access to.

### Psalm of Understanding

1-19: Your Wisdom score increases by 1, to a maximum of 20.

20-29: Your Wisdom score increases by 2, to a maximum of 22.

30-34: Your Wisdom score increases by 2, to a maximum of 22, and you have advantage on Wisdom saving throws.

35+: Your Wisdom score increases by 2, to a maximum of 22, and you have advantage on Wisdom saving throws. In addition, you have advantage on Wisdom (Insight) checks made to discern a creature's intent or truthfulness.

### Psalm of Enlightening

1-19: Your Intelligence score increases by 1, to a maximum of 20.

20-29: Your Intelligence score increases by 2, to a maximum of 22.

30-34: Your Intelligence score increases by 2, to a maximum of 22, and you have advantage on Intelligence saving throws.

35+: Your Intelligence score increases by 2, to a maximum of 22, and you have advantage on Intelligence saving throws. In addition, you have advantage on Intelligence checks to recall information.

### Psalm of Alluring

1-19: Your Charisma score increases by 1, to a maximum of 20.

20-29: Your Charisma score increases by 2, to a maximum of 22.

30-34: Your Charisma score increases by 2, to a maximum of 22, and you have advantage on Charisma saving throws.

35+: Your Charisma score increases by 2, to a maximum of 22, and you have advantage on Charisma saving throws. In addition, you have advantage on saving throws against becoming charmed or frightened.

### Psalm of Empowerment

1-19: Your Strength score increases by 1, to a maximum of 20.

20-29: Your Strength score increases by 2, to a maximum of 22.

30-34: Your Strength score increases by 2, to a maximum of 22, and you have advantage on Strength saving throws.

35+: Your Strength score increases by 2, to a maximum of 22, and you have advantage on Strength saving throws. In addition, you gain a climbing speed and a swim speed equal to your walking speed.

### Psalm of Hastening

1-19: Your Dexterity score increases by 1, to a maximum of 20.

20-29: Your Dexterity score increases by 2, to a maximum of 22.

30-34: Your Dexterity score increases by 2, to a maximum of 22, and you have advantage on Dexterity saving throws.

35+: Your Dexterity score increases by 2, to a maximum of 22, and you have advantage on Dexterity saving throws. In addition, your walking speed increases by 10 feet.

### Psalm of Invigoration

1-19: Your Constitution score increases by 1, to a maximum of 20.

20-29: Your Constitution score increases by 2, to a maximum of 22.

30-34: Your Constitution score increases by 2, to a maximum of 22, and you have advantage on Constitution saving throws.

35+: Your Constitution score increases by 2, to a maximum of 22, and you have advantage on Constitution saving throws. In addition, you gain temporary hit points equal to your Constitution modifier.

### Psalm of Assimilation

This song functions differently than the other songs contained in the book. You can play this song over 1 minute during a short rest, during which time you must concentrate as if casting a spell.

When you begin playing the song, choose two willing creatures within 30 feet of you that can hear the song, which bear a close soul bond with each other. One of these creatures can be yourself. Creatures which bear a close soul bond might include close friends or allies, lovers, worshipers of the same deity, or family members. The DM determines if the creatures bear a close enough soul bond for the magic of the song to take effect. If the creatures do not bear a close enough soul bond, the song fails.

If the creatures you choose do not remain within 30 feet of you and listen to your entire performance, the song fails. Otherwise, over the course of your performance, the creatures' souls forge a magical connection with each other.

When you finish playing the song, one of the creatures dies. A creature must be willing to die for the magic of the song to take effect. If neither creature is willing to die, the song fails, and the magical connection between their souls breaks. Otherwise, the creature's body disintegrates to dust, leaving only its belongings behind. Its soul leaves its body, and merges with the soul of the other creature. The creature which absorbs the soul gains all of the dead creature's memories, and learns everything that it knew in life. At the DMs discretion, the creature might also gain other features or traits that are intrinsic to the dead creature's soul - such as its fate in the afterlife, its bond to a deity, or aspects of its personality.