Bard
Base Class: Bard

Bards of the Siren Song are salt-tongued sailors, chantey leaders, and echoers of drowned gods’ songs. Their voices carry across storms, keep crews rowing in rhythm, or lure ships onto the rocks. Some are beloved leaders whose songs stave off despair on endless seas; others are feared temptresses who draw sailors to a briny grave. On the sea, they’re part chantey man, part salt-prophet — half morale officer, half cursed oracle.

Bonus Proficiencies

3rd-level College of Siren Song feature

When you join this college, you gain proficiency with Performance (if you don’t already have it). You also learn to speak, read, and write Aquan.

Additionally, you can hold your breath for up to 1 hour, and you gain a swim speed equal to your walking speed.

 

Siren’s Melody

3rd-level College of Siren Song feature

Your voice carries supernatural influence. As a bonus action, you can expend one use of your Bardic Inspiration to sing a Siren’s Melody affecting creatures of your choice within 30 feet who can hear you.

Choose one of the following effects when you begin your song (the effect lasts for 1 minute, or until you are incapacitated, silenced, or stop singing):

Song of Tranquility (Ally Effect): Each affected ally gains temporary hit points equal to your Charisma modifier + your Bardic Inspiration die and has advantage on saving throws against being frightened or charmed while the song lasts.

Song of the Deep (Enemy Effect): Each affected enemy must succeed on a Wisdom saving throw (DC = your spell save DC) or become Charmed by you until the song ends. While charmed in this way, the creature’s speed is halved, and it takes psychic damage equal to your Charisma modifier if it moves more than 10 feet away from you on its turn.

Once you use this feature, you cannot use it again until you finish a short or long rest — unless you expend another Bardic Inspiration die.

Voice Beneath the Waves

6th-level College of Siren Song feature

You gain the ability to breathe underwater, and you learn the Shape Water cantrip if you don’t already know it.

When you cast a spell that charms or frightens a creature, you can surround yourself with spectral ripples of water. You gain temporary hit points equal to your Bard level.

Additionally, whenever a creature fails its saving throw against one of your enchantment spells, you can choose to pull it 10 feet closer to you as if drawn by an invisible current.

Siren’s Requiem

14th-level College of Siren Song feature

Your voice can command the very tides of life and death. When you sing the Siren’s Requiem, your melody manifests as waves of illusory water that fill a 30-foot radius centered on you. The performance lasts for 1 minute and requires concentration (as if concentrating on a spell).

When the song begins, each creature of your choice within range that can hear you must make a Wisdom saving throw against your spell save DC.

Enemies — The Drowning Illusion

On a failed save, a creature is Charmed by you for the song’s duration and perceives itself as sinking into a crushing ocean. While charmed, the creature’s speed is halved, and it treats all terrain as difficult terrain. At the start of each of its turns, the creature takes 3d8 psychic damage and must make a Constitution saving throw. On a failure, it is knocked prone as it flails against the imagined current. A creature may repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success. On a successful initial save, a creature instead takes half as much psychic damage and is not charmed. While you maintain the Requiem, any hostile creature that enters the area for the first time on a turn or starts its turn there must also make the Wisdom saving throw. To them, the world has become an ocean. The air is gone, their lungs ache, and every heartbeat sounds like thunder beneath the waves.

Allies — The Gentle Tide

While the Requiem persists, the water around your allies glows softly with bioluminescent light. At the start of each of your turns, you may choose up to three creatures (including yourself) that can hear you within the area. Each chosen creature regains 2d8 hit points + your Charisma modifier, and gains advantage on saving throws against being frightened or charmed until the start of your next turn. You and your allies can breathe and speak normally within the water. You can swim freely through it or walk upon it as though supported by gentle waves. The water glows with soft blue-green light, lightly obscuring the area but not hindering combat visibility.

Harmony of the Abyss

Whenever you heal a creature with this feature, you can cause one enemy affected by The Drowning Illusion to immediately make its Constitution saving throw again. On a failure, it takes additional 2d8 bludgeoning damage as spectral currents tighten around it.

Once you use Siren’s Requiem, you can’t use it again until you finish a long rest.

Previous Versions

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10/20/2025 5:38:13 PM
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