Base Class: Sorcerer
As a Siren, you are one of six individuals born at any given moment in time. You are the physical manifestation of arcane magic. Being a Siren you are naturally attuned to the arcane energy around you; allowing you to manipulate the space around yourself or other making yourself invisible or restricting others.
Phase Unlock
Whenever you activate a phase ability your tattoos glow brightly of their color, and gain this sort of depth to them; your spells count as a phase ability. You gain proficiency with unarmed strikes made with your left fist. This unarmed strike rather than causing a physical blow with your hand, creates a small orb of energy around your fist that deals 1d4 + CHA modifier force damage.
Phase Walk
Also at 1st level, you may use an action to temporarily turn yourself invisible. This ability grants you a +10 to your movement speed, and lasts until the end of your next turn. Using a bonus action, or a reaction ends the state early.
Phase Lock
At 6th level, you have the ability to hold a target still for a period of time. You may use a bonus action to pick a target no larger than a Large size, and restrain them in a bubble of energy. The target must make a Strength saving throw based on your Spell save DC, on a failed save the target is lifted 5 feet into the air and considered restrained. It sits in a fetal position. At the end of the targets turn it can make another saving throw to attempt to escape.
Phase Armor
Also at 6th level, you have attuned your Siren abilities to the point that you can shrug off certain elemental damages. You have resistance to two elemental damage types of your choice: Acid, Cold, Force, Fire, or Lightning,
Phase Blast
At 14th level, whenever you exit Phase Walk, or Phase Lock ends, a small nova explosion is created centered on you or the target restrained. Anything within the 10 foot radius must make a Dexterity saving throw or take 5d10 force damage on a failed save. On a successful save it takes half damage. You are unaffected by this damage. Also, targets that fail their save gain vulnerability to physical attacks until the end of your next turn.
Phase Shift
At 18th level, you have the ability to teleport. You may use an action to shift yourself and 4 other willing being to any location that you can think of that is on the same plane of existence as you are, that is within 10 miles. Do to the physical extreme of amount of energy that is required to do this, you gain one point of exhaustion every time you shift. Lastly, if you wish to teleport more than 4 other beings than a time you must make a DC 10 Constitution saving throw, starting at 1 extra being, in order to succeed in teleporting the extra beings. For every extra being past 1, the DC increases by 2 and your point of exhaustion increases by 1. You can only do this once every Long Rest.
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