Base Class: Bard
Bards of the college of voyages are expert enchantment breakers. They lift spirits, and keep their allies from wandering astray from the set course. These bards are adventures at heard who live in the revelry of the journey not the relief of the arrival.
Members of this college can be found in port towns or aboard ships. They are always hired when crossing through waters known for having sirens.
Bonus Spell Options
When you join the college of voyages you gain access to several unique spells.
Bound to the Mast
Also at 3rd level, you learn how to sing a counter melody to the songs of seduction, enchantment, and luring. When creatures that you can see within 60 feet of you are the target of a spell that charms them you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to a number of creature’s rolls up to your charisma modifier.
You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
This always results in a success against siren's magical song.
Siren's Song
At 6th level, you gain the ability to cloak yourself in siren magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you sing a siren song for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command without expending a spell slot and the target will follow your commands even if they are directly harmful to it, but will stop short of actually killing themselves. The idea is that you can lead them to their deaths not force them to kill themselves.
Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
Capsizing the Mind
Starting at 14th level, when you cast an enchantment spell of first level or higher that would leave the target charmed, you can empower that spell. The spell can be extended to up to two more creatures. However, if you choose to target just one, the creature will no longer be aware that you charmed it and the charm will last twice as long.
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