Base Class: Sorcerer
Somehow your ancestors were Sirens. Perhaps your father was a pirate and he bargained his life in exchange the Siren captured part of his soul granting him some powers. As a Siren Sorcerer you feel the urge to seduce and subduct. To lure as many to yourself as possibly only to crush their hopes.
Melodious Voice
Your voice becomes soft and melodious like a Siren's. You gain proficiency in the performance and persuasion skill. If you already proficient they are now expertise. Additionally you add 30 feet to your swimming speed.
Siren's Scream
As an action you can unleash your furry by screaming. You can do this a number of times per long rest equal to your charisma mod. (Min 1) When you scream creatures within a 15 foot cone in front of you must make a con saving throw. (Dc equal to your spell save.) Or take 1d12 Physic damage and be stunned until the start of their next turn. If they succeed they take no damage and are not stunned. The damage increases as you gain levels. 1st (1d12) 5 (2d12) 12 (3d12) 17 (4d12)
Siren's Charm
As an Action you begin to unleash the power of a Siren on a number of creatures within 60 feet of you equal to your charisma mod (Min 1) Those creatures must make a Wisdom saving throw. (Dc your spell Save.) On a failed save the creature is charmed by you. (Creatures who usually have advantage on save against charm roll normally. However if the creature is immune to charm then this feature doesn't work on them.) Additionally the creature considers you a best friend who is completely trustworthy. This affect lasts an hour. Once the hour is up the creature has no recollection of what they told you. If they succeed the saving throw they have no clue you tried to charm them.
Siren Scales
Your body becomes layered with fine fish like scales. Your armor class is now equal to 13 plus your charisma plus your con.
Siren Adaptation
Your affinity to Siren increases as does your charm. Increase your Charisma by four to a max of 24. Additionally you become as quick on land as you would be in water.
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.
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