Base Class: Bard
You have learned how to weave magic into your songs and all who hear your music are affected.
Siren Songs
3rd-level Siren feature
You have learned how to weave magic into songs. You can use an action to begin playing a Siren Song. These songs require concentration and last for 1 minute. Each turn, you must use your action to continue playing the song or it ends. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after finishing a Long Rest.
You learn two songs at the 3rd level and you learn 2 additional songs at the 6th and 14th levels. You can change which songs you have learned when you learn a new song.
Ballad of Balance
A mysterious and powerful piece of music that maintains balance on the battlefield. Whenever a creature that can hear you within 60 feet takes damage or receives healing, that damage or healing is instead split evenly among it and its allies. If you take damage due to this magic, you do not make a Constitution saving throw.
Dolorous Dirge
You begin playing a tragic, melancholic piece of music that damages enemies each time they act. At the start of each of your turns, roll a die the size of your Bardic Inspiration die. Whenever a hostile creature that can hear you within 60 feet takes an action, it must make a Wisdom saving throw. On a failed save, the creature takes Psychic damage equal to that roll. This damage ignores resistance, immunity, and vulnerability. On a successful save, the creature is immune to damage from this feature for 24 hours.
Requiem
You begin playing a song filled with holy magic that interferes with necromancy. At the start of each of your turns, roll two dice the size of your Bardic Inspiration die. Whenever an Undead hostile creature that can hear you within range takes an action, it must make a Charisma saving throw. On a failed save, the creature takes Radiant damage equal to that roll. On a successful save, the creature is immune to damage from this feature for 24 hours.
Runic Rhapsody
You begin playing a song that interferes with hostile magic. At the start of each of your turns, roll a die the size of your Bardic Inspiration die. Until the start of your next turn, all magical damage taken by friendly creatures that can hear you within 60 feet is reduced by an amount equal to that roll.
Solid Sonata
You begin playing a song that empowers defense. At the start of each of your turns, roll a die the size of your Bardic Inspiration die. Until the start of your next turn, all bludgeoning, piercing, and slashing damage taken by friendly creatures that can hear you within 60 feet is reduced by an amount equal to that roll.
Spirit Song
You begin playing a song that lifts spirits. At the start of each of your turns, roll a die the size of your Bardic Inspiration die. Until the start of your next turn, the first damaging spell cast by a friendly creature that can hear you within 60 feet deals extra damage equal to that roll.
Vigorous March
You begin playing a song that emboldens the body. At the start of each of your turns, roll a die the size of your Bardic Inspiration die. Until the start of your next turn, the first melee weapon attack or ranged weapon attack made by a friendly creature that can hear you within 60 feet deals extra damage equal to that roll.
Enchanting Presence
6th-level Siren feature
Your music has an enchanting effect on those who hear it. While you are playing a Siren Song, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted.
Ghostly Melodies
14th-level Siren feature
Your mastery of Siren magic allows you to will music into existence. You no longer need to use your action to maintain playing a Siren Song on your turn.
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