Bard
Base Class: Bard

Deep beneath the waves, there exists a species of enchanting creatures, creatures of guile and whim, of melody and charm. It is said that these creatures can lure sailors to the sea with only a song, convincing them to drown in the waves. They are magnificent and beautiful when they want to be, and terrifying monsters when they need to be. These creatures go by many names. Sirens, mermaids, harpies, to name a few. The College of Sirens emulates their capacity for deceptive music and control of the waves.

Blessing of the Waves

3rd-level College of Sirens feature

When you join this college at 3rd level, you manifest the abilities of your aquatic brethren indicative of your bond with the sea. You can breathe underwater, and you have a swimming speed of 40 feet.
In addition, you know you gain access to additional spells at certain levels. They are nonetheless bard spells for you, and they do not count against the number of spells you know. 

3rd level - Create or Destroy Water, Shape Water
5th level - Water Breathing
7th level - Control Water
9th level - Maelstrom

Call Upon the Tides

3rd-level College of Sirens feature

At 3rd level, you can call upon the melodies of the waves to sway the minds of those around you. You can attempt to [Tooltip Not Found] of 1st level or higher, regardless of whether or not you know the spell. The spell must be of a level you can cast, and it must be an enchantment spell from the bard spell list. When you do, you can expend a use of your bardic inspiration and roll an ability check using your spellcasting ability modifier, adding the result of the die. The DC equals 10 + twice the level of the spell. On a success, you can cast the chosen spell as normal. You cannot cast another spell this way until after a short or long rest.

Entrancing Song

6th-level College of Sirens feature

As a bonus action, you can create an enchanting melody that lures creatures to their downfall. Your performance lasts for 1 minute or until you end this effect as a bonus action, and it can be heard up to 120 feet away from you. Choose a number of creatures up to your proficiency bonus within range that can hear you. Each creature you choose must make a Wisdom saving throw against your spell save DC. On a failure, the creature is charmed by you for the duration. Creatures that are immune to the charmed condition automatically succeed against this save. You can charm another creature this way as an action on each of your turns, but you may only charm a number of creatures at one time equal to your proficiency bonus.
While charmed in this manner, you can use a bonus action to choose a point you can see within line of sight. One charmed creature of your choice must spend its movement on its turns approaching that point until you choose another point or until the effect ends. If you do not choose a point, or if the creature you choose reaches the designated location, a charmed creature remains stationary for the duration.  If a creature can no longer hear you at any point while it is charmed, or if it leaves the range of this effect, the charm ends for that creature.
A charmed creature can repeat this saving throw each time it takes damage, though you can cause a creature to automatically fail as a reaction. You can do so a number of times equal to your proficiency bonus. A creature that succeeds on any save against your entrancing song is immune to this effect for the remaining duration of the performance.
Whenever you take damage while focusing on your song, you must make a concentration check to maintain the song, as though you were concentrating on a spell. Your song also ends if you are incapacitated or drop to 0 hit points before the duration ends. You can use this feature twice, and you regain all expended uses after a long rest.

Dive Into Delusion

14th-level College of Sirens feature

At 14th level, the strength of your voice can tear through psychic walls with heightened precision. Creatures under the effect of your entrancing song have disadvantage on saving throws against spells you cast. While focusing on your song, you can use your bonus action to designate a point for each affected creature individually, rather than just one.
In addition, if a creature succeeds on a saving throw against your entrancing song or a spell you cast that would charm it, you can choose to have the creature remain unaware that it was being charmed.

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