Base Class: Bard
While some bards create quick limericks, epic poems, elaborate songs, and unforgettable dances and performances; bards of the siren draw from the enchanting power of harpies and sirens to make their voice their weapon. As opposed to the eloquence and silver tongue of other bards, bards from the college of the siren have altered their voice to create enchanting melodies from the tone of their voice to charm and allure those around them. Because of this unique aspect of the college, these bards do not require a musical instrument or another magical focus to harness their magic; as instead their voice is used as a means to channel their magic into reality.
Many bards of the college of the siren have elaborate tattoos of mermaid scales, flowing water, or shamanistic markings on their neck and sternum; as their throat, lips, and chest are things of immense value to these bards as they are this bard’s source of power and influence; both magical and mundane.
Voice of the Sea
Upon choosing this college at 3rd level, your voice has the same magical allure as mermaids, harpies, and other legendary sea creatures. Your voice counts as a spellcasting focus for the purposes of casting bard spells, and as such, you do not need to provide Somatic components for Bard spells. Furthermore, beasts with an innate swimming speed can understand the meaning of your words, though you have no special ability to understand them in return, and when you make a Charisma (Performance) check you can treat a d20 roll of 9 or lower as a 10
Siren's Song
Beginning at 3rd level, provided you can speak, you can expend a use of bardic inspiration as an action to produce an alluring melody laced with enchantment magic against a number of creatures equal to your Charisma modifier that are within 60 feet of you and can hear you. They must succeed on a Wisdom saving throw against your Bard spell DC or be put under a Siren's Curse, suffering the following effects until the start of your next turn:
– Cannot take any reactions
– Must use their movement and action (if able) to move as far as they can to get closer to you (without putting
themselves in harm's way)
If a creature takes any damage, or is targeted by a harmful spell, this effect immediately ends on that creature. If a target has advantage on saving throws against the Charmed condition, or immunity to it, they have advantage on this saving throw.
Siren's Compulsion
Beginning at 6th level, your magical allure has allowed you to bend and mold the actions of those who are entranced by you. As an action you can compel a creature who is charmed by you or affected by your Siren's Curse, where you verbally command them on what action they must take. If the creature can hear and understand you, the creature must then act accordingly on their next turn and take whatever action aligns closest to what you had described. For example, if you compelled a creature to hide, they may move to cover and take the Hide action, or if you compelled a creature to heal your ally, they may attempt a Wisdom (Medicine) check on one of your allies or magically heal them if they are able to. You cannot compel a creature to take any harmful actions against any of its allies or against itself, and similarly you cannot compel a creature to walk into an obvious trap or suicidal situation. You can use this feature an amount of times equal to your Proficiency bonus, and you regain all expended uses at the end of a long rest
Prey on the Dreary-Eyed
Beginning at 6th level, creatures who have been affected by your charm and bardic spells are more susceptible to outside forces, often in the same light when one is facing harpies and sirens. A creature who is charmed by you or under your Siren's Curse has disadvantage on all saving throws, and if you end your Siren's Curse or the charmed condition on a creature who is charmed or cursed by you by dealing damage to them, they take additional psychic damage equal to your Bard level.
Aspect of the Siren
Beginning at 14th level, your bardic powers have grown and you have become an aspect of the Siren itself, with a voice so beautiful that your simple utterances and hums can inspire many. You are immune to the Charmed condition, and whenever you use your Siren’s Song feature, an affected creature is cursed until the end of your next turn and you can now charm all creatures within 60 feet of you that can hear you. Additionally, you can also grant creatures up to your Proficiency bonus Bardic Inspiration when you use your Siren’s Song feature. This inspiration only lasts until the end of your next turn, and is a d8 as opposed to your normal Bardic Inspiration die
Previous Versions
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