Bard
Base Class: Bard

SIRENS ARE COOL

Abyssal Conduit

Starting at 3rd level, the following spells are added to your Bard spell list. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Beguiling Song

At 3rd level, You gain the power to create a magical melody that taps into the deepest desires and fears of those who hear it. As an action, you can play or sing an enthralling melody targetting any number of creatures within 60 feet of you, up to a number equal to your charisma modifier, (Minimum of one). Each target must make a Wisdom saving throw against your spell save DC or be affected by the melody for 1 minute or until they take damage. On a failed save, a creature becomes charmed by you. While charmed in this way, the creature's demeanor and reactions are influenced by their deepest desires and fears, as determined by the DM based on the nature of the melody and the creature's personality and background.

Roll a [roll]1d12[/roll] to determine the nature of the melody.
11: Melody of Desire, 12: Melody of Fear, 1-10: Melody of Dissonance

  • Desire's Pull: A creature charmed by a melody of desire might become overly friendly, eager to please, or infatuated with the bard, going to great lengths to help or be near them while keeping true to their true personality.
  • Fear's Grip: A creature charmed by a melody of fear becomes timid, shy, or eager to escape notice. They might hide, avoid confrontation, or try to appease the bard to avoid their perceived wrath.
  • Melody of Dissonance: Your melody is infused with a haunting quality. You choose one of the two effects but the charmed creature experiences a more intense reaction, leaving them with a lingering sense of unease or fascination with you.

Siren's Mastery

Starting at the 6th level, your mastery over your siren abilities deepens, allowing you to exert greater influence over others and harness your innate magic with more precision.

 

Captive Audience

Your understanding and control over your Beguiling Song have grown. You can now affect a number of additional creatures up to or equal to your proficiency bonus with your Beguiling Song. This enhancement allows you to create more complex harmonies, being able to target a broader array of individuals and bending their wills to their true desires or fears with greater ease.

Harmonious Focus

At this level, your connection to the depths from which your power derives becomes more profound. You can expend one use of your Bardic Inspiration to simultaneously maintain concentration on two spells from your Abyssal Conduit list. To do this, Roll a bardic Inspiration die when you cast the second spell. The number rolled determines the number of minutes you can maintain this dual concentration (maximum duration is equal to the roll). If you fail a concentration check for either spell, you lose concentration on both spells. If you are subjected to an effect that would break your concentration on a spell, you will only need to make one concentration check for both spells.

Resilient Scales

Acclimation to your natural environment has fortified your resilience, reviving a dormant ability. This manifests as Resilient Scales, a protective layer reminiscent to that of sirens which clings to your skin. You gain resistance to cold damage and have advantage on saving throws against being charmed.

Master of Melodies and Gazes

Your voice is your strongest tool in your arsenal and you have finally gained mastery over it, Enabling you to manipulate minds both on the battlefield and in social settings with a profound prowess. Your connection to the lineage of sirens enables you to exert influence through both sound and sight.

Features Unlocked - Commanding Melodies, Siren's Gaze, Song of Solace, Aria of the Abyss, Charming Presence

Commanding Melodies

As an action, you can design a melody that resonates deep within the souls of those who hear it, compelling them to obey your commands. Choose any number of creatures within 90 feet of you. Those who fail a Wisdom saving throw become charmed for up to 10 minutes, You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. Examples include moving to a specified location, retrieving an object, or delivering a message. However, if a charmed creature suffers any damage from you or your allies, it can make a Wisdom saving throw, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a long rest.

Siren's Gaze

You gain the power to captivate with your gaze. As an action, you can lock eyes with one creature within 60 feet. Those who fail a wisdom saving throw are held in place, mesmerized, and compelled to move towards you if you wish and if possible, for up to 2 minutes. The ability does not end if the creature takes damage, they would have to make a wisdom saving throw, ending the effect on a success.

Song of Solace

As an action, you perform a gentle, calming serenade. Allies within earshot are wrapped in a comforting aura that heals them for [roll]1d8[/roll] + Charisma modifier and grants them an advantage on saving throws against being frightened and charmed. This feature can be used up to 3 times until a long rest.

Song of Solace

As an action, you perform a gentle, calming serenade. Allies within earshot are wrapped in a comforting aura that heals them for [roll]1d8[/roll] + Charisma modifier and grants them an advantage on saving throws against being frightened and charmed. This feature can be used up to 3 times until a long rest.

Aria of the Abyss

Your Commanding Melody or Siren's Gaze can evoke the haunting beauty and terror of the deep sea, causing enemies to see terrifying illusions and potentially turn on one another in fear or fascination.

Charming Presence

Your mastery over charm spells, such as Charm Person, has evolved. You no longer suffer disadvantage when casting these spells on creatures you are in combat with.

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