Base Class: Sorcerer
Somewhere your parents married a Siren and their abilities and magic have been gifted to you.
Siren Song
At 1st level your voice becomes soft and melodious reflecting that of a Siren's. You gain proficiency in the persuasion and performance skills. This becomes expertise if you already have proficiency. You also gain the ability to speak, write, and read Aquan. You can also understand the creatures of the sea and have advantage of Charisma checks to interact with them socially. Also your max hp increases by 1 for every level you take in this class.
Siren Adaptation
At 3rd level your affinity with the siren's give's you webbing in between your fingers. You gain a 60 foot swimming speed if you already have a swimming speed it is increased to 60. Also you gain the ability to breath underwater indefinitely.
Siren's Charm
At 6th level you gain the charming abilities of your Ancestors. When you preform a song you can choose up to an amount of creatures equal to your charisma modifier that must make a wisdom saving throw equal to your spell save dc. (Expend 3 sorcery points to use this ability) Creatures that would normally get advantage on being charmed roll normally. On a failed save those creatures consider you their best friend who is completely trustworthy. If they succeed they have no clue you tried to charm them.
This charm lasts an hour at the end of that time the creature has no recollection of why they helped you.
You also gain resistance to cold damage and are unaffected by deep see pressure and the cold conditions both in water and on land.
Siren's Command
Using 4 Sorcery points you cast Gia upon a creature you have charmed with your Siren's Charm ability. No saving throw or spell slot required. Also your Siren's charm now has a duration of 8 hours instead of 1. Additionally you are immune to cold damage.
Forbidden Song
At 18th level you gain the knowledge of an Ancient Siren Song that gives you a powerful singing prescience on the battle field. As an Action you begin to sing cause a certain number of creatures equal to your level plus your charisma mod to make a wisdom saving throw equal to your spell save dc. They must be within 60 feet of you and be able to hear your voice. Def creatures are immune to this feature. (Expend 6 sorcery points when using this feature.) Also this is considered a concentration.
On a failed save those creatures gain the following disadvantages.
They have disadvantage on all attack rolls and saving throws while within 60 feet of you and can hear your voice. (A silence spell will end all effects on the creatures within that area.)
Also they must make a wisdom saving throw anytime they try to hit you with a harmful spell or attack. (Including area of effect spells.)
You then choose a number of creatures equal to you charisma Modifier. (Minimum of 2) Who gain the following benefits.
They gain a bonus equal to your charisma on all Saving throws, Attack rolls, and ability checks. These creatures must be within 60 feet to gain this benefit and they must be able to hear you.
Also they gain immunity to being frightened.
Finally you can cause one attack per creature you give this benefit to deal extra damage equal to your level.
You can only use this feature twice per day. It ends if you fail on a con save to continue concentrating, or choose to stop singing as a bonus action, or 10 min have passed since you began to sing. You also gain immunity to the charmed condition at this level.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/25/2019 3:22:59 PM
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22
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1
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5e
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Coming Soon
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