Base Class: Bard
The song of the sea bewitches and mesmerizes. Its waves provide melody; its storms play torment upon its travelers. Bards of the College of Sirens harness the ancient wisdom of the seas and spin it into performances that captivate. They specialize in shanties and hypnotic stories of beauty and violence, charm and fear, depths and shallows.
College of Sirens
When you join the College of Sirens at 3rd level, you gain proficiency in navigator’s tools and water vehicles. You also gain proficiency in Performance and Persuasion if you don’t already have proficiency in them.
Additionally, you gain the following benefits while submerged in water:
- You can cast spells with verbal components, and doing so doesn't cause you to begin choking or suffocating or to lose your breath.
- Music and sounds you create, such as with musical instruments or your voice, are not distorted by passing through water.
Siren's Song
You learn to replicate the hypnotic temptation of the sea. You take on a hallucinatory appearance, which is different depending on who looks at you. You are unable to control your appearance as it resembles one most desired by the affected creature. You do not know what you look like. As a bonus action, you can expend one use of your Bardic Inspiration and choose a creature that can hear you within 60 feet of you to gain the effect of Siren’s Charm. This range is doubled if both you and the creature are submerged.
Siren's Charm
The target must make a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. While charmed in this way, the creature must use its movement to move toward you. If you damage the creature or that movement would take it through obviously dangerous terrain, like lava or off a cliff, it must make an additional Wisdom saving throw. On a success, the creature is no longer charmed and is immune to this feature for 24 hours.
Demanding Encore
At 6th level, you gain the ability to use your siren's song to make others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on the hallucinatory appearance of someone your target(s) would like to serve for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time you can cast command as a bonus action on each of your turns, without expending a spell slot.
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.
Shipwreck
At 14th level, you can convince even the most careful creatures to throw themselves against the rocks. When you force any number of creatures to make an Intelligence, Wisdom, or Charisma saving throw, you can expend one use of your Bardic Inspiration. Roll the Bardic Inspiration die and subtract the number rolled from each creature's saving throw.
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