Siren Image
Prerequisite: Charisma of 15 or higher
 

You have experience as being a temptress of the sea, luring sailors to their death. 

This feat has four charges. You have the ability to use charges as an Action to sing and attempt to charm creatures of your choosing as long as they are within 60ft. You must use one charge per creature that you attempt to charm, allowing you to charm up to four creatures in one turn.

In the event that your charges hit zero, you will have overexerted yourself and will be unable to sing or speak until you take a Long Rest; this takes effect after your latest charm ends. This does not make you mute; you will still be able to perform simple tasks like performing spell somantics, short hums or simple sounds with your voice. You cannot recover charges until you fulfill a Long Rest where you may roll a 1d4 to see how many charges you recover. If you choose not to restore any charges after hitting zero, but still perform a Long Rest, you will recover your voice, but you cannot use this feat until you take another Long Rest to roll again.


When you sing, the target creature(s) must make a Wisdom Save with a saving throw of 8 + CHA modifier + Proficiency Bonus and will follow the charmed rules for this spell. On a failed save, the target(s) will become charmed for 1d10 minutes. This feat will follow the rules of Concentration spells. Affected creatures will remain charmed for the rolled duration, until they fall unconscious or until your Concentration is broken. You may use an Action to influence affected creatures to move towards you. You cannot use a Bonus Action the turn you activate this effect. This feat does not work on creatures that are immune to Charm. 

As a siren, you can not only breathe underwater, but you can speak underwater too. You have increased movement speed in the water which is 10ft+ your regular movement speed and underwater is not considered difficult terrain. 

Siren Image

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