the siren version 2

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The Siren Class Features As a Siren, you gain the following class features Hit Points Hit Dice: 1d8 per Siren level Hit Points at 1 st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier Proficiencies Armor: Light armor Weapons: Daggers, darts, slings, quarterstaffs, whips, light crossbows Tools: One musical instrument of your choice Saving Throws: Wisdom, Charisma Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Nature, Performance, Persuasion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background

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Page 1: The Siren Version 2

The Siren

Class FeaturesAs a Siren, you gain the following class features

Hit Points

Hit Dice: 1d8 per Siren level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies

Armor: Light armor

Weapons: Daggers, darts, slings, quarterstaffs, whips, light crossbows

Tools: One musical instrument of your choice

Saving Throws: Wisdom, Charisma

Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Nature, Performance, Persuasion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background

A light crossbow and 20 bolts or (b) any simple weapon

A musical instrument, or (b) leather armor A dungeoneer’s pack or (b) an explorer’s pack Two daggers

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Version A

Level

Proficiency Bonus

Features

Spells Known

1st 2nd

3rd 4th 5th

MelodiesKnown

1st +2 Unarmored Defense, Song of Enchantment, Sonorous Technique

-- -- -- -- -- -- --

2nd +2 Spellcasting, Magic Melodies 2 2 -- -- -- -- 2

3rd +2 Siren Family 3 3 -- -- -- -- 2

4th +2 Ability Score Improvement 3 3 -- -- -- -- 2

5th +3 Empowered Song of Enchantment 4 4 2 -- -- -- 3

6th +3 Counter Melody, A Beautiful Mind 4 4 2 -- -- -- 3

7th +3 Siren Family Feature 5 4 3 -- -- -- 4

8th +3 Ability Score Improvement 5 4 3 -- -- -- 4

9th +4 -- 6 4 3 2 -- -- 5

10th +4 Willful 6 4 3 2 -- -- 5

11th +4 Siren Family Feature 7 4 3 3 -- -- 5

12th +4 Ability Score Improvement 7 4 3 3 -- -- 6

13th +5 -- 8 4 3 3 1 -- 6

14th +5 Insurmountable Charm 8 4 3 3 1 -- 7

15th +5 Siren Family Feature 9 4 3 3 2 -- 7

16th +5 Ability Score Improvement 9 4 3 3 2 -- 7

17th +6 -- 10 4 3 3 3 1 8

18th +6 Improved Willful, Improved Counter Melody, Song of Death

10 4 3 3 3 1 8

19th +6 Ability Score Improvement 11 4 3 3 3 2 8

20th +6 Paragon of Desire 11 4 3 3 3 2 9

Unarmored Defense

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When you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Song of EnchantmentAs a Siren, you have the ability to place others under your spell, using only your natural charm and your voice to become a beacon of desire. As an action, a creature of your choice must succeed on a Wisdom saving throw against your spell save DC or become both charmed and incapacitated. The creature must use its movement on its turn to move toward you by the most direct means and makes another save to escape your song whenever put into danger by moving toward you or when they take damage. Charmed creatures still take opportunity attacks with this movement.

You must use a bonus action each turn to maintain this effect, and can have as many creature under this effect as half your Charisma modifier (rounded up). The effect lasts for 10 minutes, after which you must use an action to maintain the Song, and every creature under the effect gets to remake the save.

You can release any or all creatures from the effect of your Song at any time, with no action required by you. You do not need to share a language with the creature for this effect to work, but you must be able to use your voice and creatures must be able to hear you. If a creature ever makes this saving throw, it is immune to the effect of your Song for 24 hours.

The DC for escaping or resisting your Song of Enchantment is the same as your spell save DC, 8 + your proficiency bonus + your Charisma modifier.

Sonorous Technique

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A Siren’s voice is her natural weapon, even when her natural charm fails. From a young age, the siren families of Blood and Skill teach their young to defend themselves with a Sonorous Technique, vocal powers that are used to attack. Choose one of the following at-will abilities as your Sonorous Technique, which uses Charisma for its attack rolls. Sirens almost always learn the technique taught by their Siren family, which will grant abilities at third level, but this doesn’t have to be the case.

Family of Skill: Sonic Screech – You exhale a loud burst of power in a 15 foot cone. Creatures in range make a Constitution saving throw or take 1d6 thunder damage. The damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Family of Blood: Sonic Blast – You exhale a concentrated burst of sound in the shape of a ring, targeting one enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d10 thunder damage. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.

SpellcastingAt 2nd level, you learn to harness your natural beauty and allure to cast magic specifically used to charm the senses. See the end of this document for the Siren Spell list.

Spell Slots

The Siren table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

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You know two first level spells of your choice from the Siren Spell list. The spells known column of the Siren table shows when you learn more Siren spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain levels in this class, you can choose one of the Siren spells you know and replace it with another spell from the Siren Spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your Siren spells, since your magic draws on your unnatural beauty and ability to charm others. You use your Charisma when a spell refers to your spellcasting ability, and use your Charisma modifier for setting your spell save DC and when making a Spell attack roll.

Spellcasting Focus

You can use a musical instrument as an arcane focus for your Siren spells.

Magic MelodiesThrough your advancements as a Siren, you’ve learned how to further manipulate the weave of magic through music, granting you special powers in the form of Magic Melodies. At level 2, you gain 2 melodies of your choice, detailed at the end of the class description. At certain levels, you gain more melodies of your choice. Also, whenever you gain a Siren level, you can replace one melody with another you can learn at that level.

Some Melodies require a spell slot to cast a spell. If you use a spell slot higher than the level required, and the spell has a greater effect at the level of the spell slot used, that effect activates.

Siren Family

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As a Siren, you subscribe to a particular credo influenced by your family of origin. This credo influences how you use your charms and abilities. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by two points, or two ability scores by 1 point. You can’t increase an ability above 20 using this feature.

Counter MelodyWhen you or an ally within 10 feet of you is targeted by a spell that requires a Wisdom or Charisma saving throw, you can use your reaction to negate the effect of the spell and redirect it as if it came from you, with the original caster as the target. Once you use this feature, you must finish a long rest before you can use it again. At 18th level, the range of this feature increases to 30 feet, and can be used again after a short or long rest.

WillfulYou and allies within 10 feet of you gain immunity to the charmed condition, and resistance to psychic damage. At 18th level, this range increases to 30 ft.

Insurmountable CharmThe effects of your spells and Siren features bypass resistance to psychic and thunder damage. In addition, no creatures are immune to being charmed by you unless they are constructs.

Song of Death

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At 18th level, you’ve learned to use your will to utterly destroy those under your control. As an action, you begin a song that will ultimately end in death. All creatures under the effect of your Song of Enchantment make a Wisdom saving throw. On a failure, each creature takes 10d8 psychic damage and falls unconscious. On a success, the creatures take half damage and do not fall unconscious. Once you use this feature, you must finish a long rest before you can use it again.

Paragon of DesireAt 20th level you embody the power of pure desire and force of will. Your Charisma score increases by 4, to a new maximum of 24. In addition, you can cast charm person as a first level spell without expending a spell slot as many times as your Charisma modifier. You must finish a long rest to regain all uses of this feature.

Siren FamiliesAll Sirens are natural enchanters, able to bind others to their will. However, different families of Sirens use these skills to different ends, and these credos shape the way their abilities develop. For some, the ability to control others to a greater extent is what’s most important. For others, using their powers to completely destroy their enemies is the ultimate goal.

Family of SkillThe Family of Skill focuses on using their charm and power to further manipulate the minds around them, to their benefit. A Siren of Skill would rather use a creature until it can gain nothing more from its service, then discard it, rather than killing it. Such Sirens are the most common, and are spoken of in legend, as their unfortunate victims are most likely to live to tell the tale.

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Bonus Cantrip

When you choose this Family at 3rd level, you gain access to the Minor Illusion cantrip

Mental Manipulation

Starting when you choose this Family at 3rd level, you can further control those under the effect of your Song of Enchantment. As an action, you can focus on one of the creatures under the effect of your Song. When you do so, this creature can’t make a Wisdom saving throw to end the effect of your Song of Enchantment upon taking damage for that turn. The creature is also unable to speak anything but your name unless you allow it. This continues as long as it remains under the effect of your Song.

In addition, the maximum number of creatures you can have under the effect of your Song of Enchantment becomes your Charisma modifier + 1.

Song of Control

At 7th level, you gain greater control of the creatures under the effect of your Song of Enchantment. On your initiative, you can command a creature under the effect of your Song to take an action, but no bonus action or reaction. Immediately after it takes this action, the creature can make a Wisdom saving throw to escape the effect of your Song. If you use this feature on the same creature twice before you take a long rest, the creature gains a cumulative +2 bonus to escape your Song of Enchantment each time this feature is used after the first.

Song of Love

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At 11th level, you can use the psychic energy of those under your control to rejuvenate yourself and your allies. As an action, you gain a pool of 5hp for every creature under the effect of your Song of Enchantment, and can distribute this health as you wish amongst you and allies that can hear you. Once you use this feature, you must finish a short or long rest before you can use it again.

Vainglory

At 15th level, you can use those charmed by you as another form of defense. When you are the target of a melee or ranged attack that isn’t an area of effect, you can use your reaction to force the attack to target one of the creatures under your control, as long as the creature is also in range and its movement isn’t 0. Upon using this ability, the creature makes a Wisdom save to escape your enchantment, regardless of whether it took damage or not. The creature gains a cumulative +2 bonus to escape your Song of Enchantment each time this feature is used on it after the first, until you take a long rest.

Family of BloodThe Family of Blood likes nothing more than to completely destroy those under their control. They delight in death and destruction, and it is these rare Sirens that are spoken of in hushed whispers as the bloodthirsty creatures of enchantment.

Bonus Proficiencies

When you choose this family at 3rd level, you gain proficiency with two martial weapons of your choice.

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Song of Destruction

Also at 3rd level, the more creatures under your charm, the deadlier you are. When you take the attack action, you can make as many attacks as there are creatures under the effect of your Song of Enchantment. This feature cannot be used on the same turn as another feature that allows you to make multiple attacks in one turn. When you use this feature, you must finish a long rest before you can use it again.

In addition, you may use Charisma instead of Strength or Dexterity for attack rolls with weapons you are proficient with. Damage rolls use either Strength or Dexterity, as normal.

Fatal Attraction

At 7th level, you can damage those under your charm and keep them from escaping. As an action, you can force a single creature under the effect of your Song of Enchantment to take psychic damage equal to your Charisma modifier. Taking this damage doesn’t cause the creature to make a saving throw to end your enchantment.

Mind of Thorns

At 10th level, creatures who inflict psychic damage upon you take an equal amount of psychic damage. In addition, when a creature attempts to charm you, you can use your reaction and spend a spell slot to force it to make a Wisdom saving throw. On a failure, this creature is now under the effect of your Song of Enchantment, and doesn’t count against the number of creatures you can have under that effect.

Brutal Will

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At 15th level, when a creature succeeds its saving throw to avoid or escape being charmed by your Song of Enchantment, that creature also takes 5d8 psychic damage.

Magic MelodiesSong of Nature

You can cast Animal Friendship at will, without a spell slot.

Harsh Critique

You can use your action to insult and demoralize one creature that can hear you. Each turn that creature makes an attack roll, ability check, or saving throw, you can use your reaction to impose a penalty of 1d4 on the roll. You can do this a number of times equal to your Charisma modifier.

Supernatural Sense

You can cast Detect Evil and Good at will at its lowest level, without using a spell slot.

Pacifism

Each time you use a bonus action to continue your Song of Enchantment, you are under the effect of a Sanctuary spell. The effect can still end as normal.

Empowered Blast

Prerequisite: Sonic Blast sonorous technique

When you use Sonic Blast, add your Charisma modifier to damage it deals on a hit.

Irresistible Screech

Prerequisite: Sonic Screech sonorous technique

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When a creature takes damage from your Sonic Screech, it is also pushed back 10 feet in a straight line.

Beautiful Lies

Prerequisite: Proficiency in Deception

Double your proficiency bonus when making Deception checks.

Bend Will

Prerequisite: Proficiency in Persuasion

Double your proficiency bonus when making Persuasion checks.

Hypnosis

Prerequisite: Family of Skill archetype

When using your Mental Manipulation feature on a creature, you can spend a spell slot of level 1 or higher to force it to make a Wisdom save or fall unconscious. While unconscious, it still counts against the number of creatures under the effect of your Song of Enchantment, unless you release it otherwise.

Song of Protection

You can spend a spell slot of level 1 or higher to cast Protection from Evil and Good.

Silver Tongue

You gain proficiency in the Persuasion and Deception skills.

Enfeeble

Prerequisite: Level 5, Family of Skill archetype

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When using your Mental Manipulation feature on a creature, you can spend a spell slot of level 2 or higher to cast Hold Person or Inflict Blindness/Deafness as part of the same action. This effect continues for the duration, even if the target escapes your Song of Enchantment.

Voice of Reason

You can cast Calm Emotions at will, without using a spell slot. When you do so using this Melody, you can only have one creature at a time under its effect.

Song of Distraction

As an action, you begin a song that draws the attention of every creature in a 60 foot radius. As long as they can hear you, and you use subsequent actions to continue to sing, these creatures have disadvantage on Perception checks to locate any creature other than you. While singing, you cannot speak or cast spells that require a vocal component. As soon as you do, the effect ends.

Roar of Defiance

Prerequisite: Level 5

You can spend a spell slot of level 2 or higher to cast Shatter, centered on yourself. You take no damage from the spell, and you must finish a short or long rest before you can do so again using this melody.

Nature’s Ally

Prerequisite: Level 5

You can spend a spell slot of level 2 or higher to cast Conjure Animals. You must finish a long rest before you can do so again using this melody.

Song of Terror

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Prerequisite: Level 5

You can spend a spell slot of level 2 or higher to cast Fear. You must finish a long rest before you can do so again using this melody.

Song of Blood

Prerequisite: Level 5, Family of Blood archetype

You can attack twice instead of once when you take the attack action.

Song of the Feywild

Prerequisite: Level 7

You can spend a spell slot of level 2 or higher to cast Conjure Woodland Beings. You must finish a long rest before you can do so again using this melody.

Song of the Tamer

Prerequisite: Level 7

You can spend a spell slot of level 2 or higher to cast Dominate Beast. You must finish a long rest before you can do so again on the same creature.

Wrath of the Storm

Prerequisite: Level 7

You can spend a spell slot of level 2 or higher to cast Storm Sphere, centered on yourself. You take no damage from the spell, and you must finish a long rest before you can do so again.

Nature’s Behest

Prerequisite: Level 9

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You can cast Animal Messenger at will, without using a spell slot.

Allure

Prerequisite: Level 9

You can cast Enthrall at will, without using a spell slot.

Song of Suggestion

Prerequisite: Level 9

You can cast Suggestion at will, without using a spell slot.

Song of the Earth

Prerequisite: Level 9

You can spend a spell slot of level 3 or higher to cast Commune with Nature. You must finish a long rest before you can do so again.

Song of the Wind

Prerequisite: Level 9

You can spend a spell slot of level 3 or higher to cast Control Winds.

Biting Words

Prerequisite: Level 12, Family of Blood archetype

When you hit an enemy with a weapon attack you are proficient in, it also takes your Charisma modifier in psychic damage.

Wings of the Harpy

Prerequisite: Level 14

You gain the ability to sprout a pair of feathered wings from your back, gaining a flying speed equal to your

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walking speed or 40 feet, whichever is higher. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings if the armor you’re wearing isn’t made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Sea Nymph

Prerequisite: Level 14

You gain the ability to alter your form so you more seamlessly blend into the water. You gain a swim speed equal to your walking speed. As a bonus action when in a body of water, you can turn your legs into the tail of a mermaid. While in this form, your swim speed is doubled and you can hold your breath for a number of minutes equal to 1 + your Constitution modifier + your Charisma modifier. While under water, you have advantage on ability checks made to grapple another creature.

Song of the Storm Ward

Prerequisite: Level 15

When you use a bonus action to continue the effects of your Song of Enchantment, you can cast Warding Wind on yourself as part of the same action. You can continue the effect as long as you use a bonus action to continue your Song of Enchantment, and as long as no other effects or Melodies trigger off of this bonus action.

Song of Insanity

Prerequisite: Level 15

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You can use an action cast Phantasmal Killer without expending a spell slot. You must finish a long rest before you can use this melody on the same creature again.

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Version B

Level

Proficiency Bonus

Features

Spells Known

SongPoints

MaxSpellLevel

MelodiesKnown

1st +2 Unarmored Defense, Song of Enchantment, Sonorous Technique

-- -- -- --

2nd +2 Magic Melodies, Siren Magic 2 4 1 2

3rd +2 Siren Family 3 6 2 2

4th +2 Ability Score Improvement 3 6 2 2

5th +3 -- 4 10 3 3

6th +3 Counter Melody, Siren Family Feature

4 10 3 3

7th +3 -- 5 12 4 4

8th +3 Ability Score Improvement 5 12 4 4

9th +4 -- 6 14 5 5

10th +4 Willful, Siren Family Feature 6 14 5 5

11th +4 -- 7 21 5 5

12th +4 Ability Score Improvement 7 21 5 6

13th +5 -- 8 21 5 6

14th +5 Siren Family Feature 8 21 5 7

15th +5 Insurmountable Charm 9 21 5 7

16th +5 Ability Score Improvement 9 21 5 7

17th +6 -- 10 28 5 8

18th +6 Improved Willful, Improved Counter Melody, Song of Death

10 28 5 8

19th +6 Ability Score Improvement 11 28 5 8

20th +6 Paragon of Desire 11 28 5 9

Unarmored Defense

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When you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Song of EnchantmentAs a Siren, you have the ability to place others under your spell, using only your natural charm and your voice to become a beacon of desire. As an action, a creature of your choice must succeed on a Wisdom saving throw against your spell save DC or become both charmed and incapacitated. The creature must use its movement on its turn to move toward you by the most direct means and make another save to escape your song whenever put into danger by moving toward you or when they take damage. Charmed creatures still take opportunity attacks with this movement.

You must use a bonus action each turn to maintain this effect, and can have as many creature under this effect as half your Charisma modifier (rounded up). The effect lasts for 10 minutes, after which you must use an action to maintain the Song, and every creature under the effect gets to remake the save.

You can release any or all creatures from the effect of your Song at any time, with no action required by you. You do not need to share a language with the creature for this effect to work, but you must be able to use your voice and creatures must be able to hear you. If a creature ever makes this saving throw, it is immune to the effect of your Song for 24 hours.

The DC for escaping or resisting your Song of Enchantment is the same as your spell save DC, 8 + your proficiency bonus + your Charisma modifier.

Sonorous Technique

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A Siren’s voice is her natural weapon, even when her natural charm fails. From a young age, the siren families of Blood and Skill teach their young to defend themselves with a Sonorous Technique, vocal powers that are used to attack. Choose one of the following at-will abilities as your Sonorous Technique, which uses Charisma for its attack rolls. Sirens almost always learn the technique taught by their Siren family, which will grant abilities at third level, but this doesn’t have to be the case.

Family of Skill: Sonic Screech – You exhale a loud burst of power in a 15 foot cone. Creatures in range make a Constitution saving throw or take 1d6 thunder damage. The damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Family of Blood: Sonic Blast – You exhale a concentrated burst of sound in the shape of a ring, targeting one enemy. Make a ranged spell attack the target. On a hit, it takes 1d10 thunder damage. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.

Magic MelodiesThrough your advancements as a Siren, you’ve learned how to further manipulate the weave of magic through music, granting you special powers in the form of Magic Melodies. At level 2, you gain 2 melodies of your choice, detailed at the end of the class description. At certain levels, you gain more melodies of your choice. Also, whenever you gain a Siren level, you can replace one melody with another you can learn at that level.

Siren MagicAt 2nd level, you learn to harness your natural beauty and allure to cast magic specifically used to charm the senses.

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See the end of this class description for the Siren Spell list.

Song Points

At second level, you gain access to Song Points, which are used to power your spells and melodies. See the Max Spell Level column for the highest level spell you’re able to learn or cast using Song Points, and see below for Song Point of spells by level. You regain all expended Song Points on a short or long rest.

Spell Level Song Point Cost

1st 22nd 33rd 54th 65th 7

Spells Known of 1st Level and Higher

You know two first level spells of your choice from the Siren Spell list. The spells known column of the Siren table shows when you learn more Siren spells of your choice. Each of these spells must be of a level you are able to cast, as shown in the Max Spell Level column. Additionally, when you gain levels in this class, you can choose one of the Siren spells you know and replace it with another spell from the Siren Spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your Siren spells, since your magic draws on your unnatural beauty and ability to charm others. You use your Charisma when a spell refers to your spellcasting ability, and use your Charisma modifier for setting your spell save DC and when making an attack roll.

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Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a musical instrument as an arcane focus for your Siren spells.

Siren FamilyAs a Siren, you subscribe to a particular credo influenced by your family of origin. This credo influences how you use your charms and abilities. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by two points, or two ability scores by 1 point. You can’t increase an ability above 20 using this feature.

Counter MelodyAt 6th level, when you or an ally within 10 feet of you is targeted by a spell that requires a Wisdom or Charisma saving throw, you can use your reaction and spend to negate the effect of the spell and redirect it as if it came from you, with the original caster as the target. Once you use this feature, you must finish a long rest before you can use it again. At 18th level, the range of this feature increases to 30 feet, and can be used again after a short or long rest.

Willful

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At 10th level, you and allies within 10 feet of you gain immunity to the charmed condition, and resistance to psychic damage. At 18th level, this range increases to 30 ft.

Insurmountable CharmAt 15th level, the effects of your spells and Siren features bypass resistance to psychic and thunder damage. In addition, no creatures are immune to being charmed by you unless they are constructs.

Song of DeathAt 18th level, you’ve learned to use your will to utterly destroy those under your control. As an action, you begin a song that will ultimately end in death. All creatures under the effect of your Song of Enchantment make a Wisdom saving throw. On a failure, each creature takes 10d8 psychic damage and falls unconscious. On a success, the creatures take half damage and do not fall unconscious. Once you use this feature, you must finish a long rest before you can use it again.

Paragon of DesireAt 20th level you embody the power of pure desire and force of will. Your Charisma score increases by 4, to a new maximum of 24. In addition, you can cast charm person as a first level spell without expending a spell slot as many times as your Charisma modifier. You must finish a long rest to regain all uses of this feature.

Siren FamiliesAll Sirens are natural enchanters, able to bind others to their will. However, different families of Sirens use these skills to different ends, and these credos shape the way

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their abilities develop. For some, the ability to control others to a greater extent is what’s most important. For others, using their powers to completely destroy their enemies is the ultimate goal.

Family of SkillThe Family of Skill focuses on using their charm and power to further manipulate the minds around them, to their benefit. A Siren of Skill would rather use a creature until it can gain nothing more from its service, then discard it, rather than killing it. Such Sirens are the most common, and are spoken of in legend, as their unfortunate victims are most likely to live to tell the tale.

Bonus Cantrip

When you choose this Family at 3rd level, you gain access to the Minor Illusion cantrip.

Mental Manipulation

Starting when you choose this Family at 3rd level, you can further control those under the effect of your Song of Enchantment. As an action, you can focus on one of the creatures under the effect of your Song. When you do so, this creature can’t make a Wisdom saving throw to end the effect of your Song of Enchantment upon taking damage for that turn. In addition, maximum number of creatures you can have under the effect of your Song of Enchantment becomes your charisma modifier + 1.

Song of ControlAt 6th level, you gain greater control of the creatures under the effect of your Song of Enchantment. On your initiative, you can command a creature under the effect of your Song to take an action, but no bonus action or reaction. Immediately after it takes this action, the creature can

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make a Wisdom saving throw to escape the effect of your Song. If you use this feature on the same creature twice before you take a long rest, the creature gains a cumulative +2 bonus to escape your Song of Enchantment each time this feature is used after the first.

Song of Love

At 10th level, you can use the psychic energy of those under your control to rejuvenate yourself and your allies. As an action, you gain a pool of 5hp for every creature under the effect of your Song of Enchantment, and can distribute this health as you wish amongst you and allies that can hear you. Once you use this feature, you must finish a short or long rest before you can use it again

Vainglory

At 14th level, you can use those charmed by you as another form of defense. When you are the target of a melee or ranged attack that isn’t an area of effect, you can use your reaction to force the attack to target one of the creatures under your control, as long as the creature is also in range. Upon using this ability, the creature makes a Wisdom save to escape your enchantment, regardless of whether it took damage or not. The creature gains a cumulative +2 bonus to escape your Song of Enchantment each time this feature is used on it after the first, until you take a long rest.

Family of BloodThe Family of Blood likes nothing more than to completely destroy those under their control. They delight in death and destruction, and it is these rare Sirens that are spoken

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of in hushed whispers as the bloodthirsty creatures of enchantment.

Bonus Proficiencies

When you choose this family at 3rd level, you gain proficiency with two martial weapons of your choice.

Song of Destruction

At 3rd level, the more creatures under your charm, the deadlier you are. When you take the attack action, you can make as many attacks as there are creatures under the effect of your Song of Enchantment. When you use this feature, you must finish a long rest before you can use it again.

In addition, you may use Charisma instead of Strength or Dexterity for attack rolls with weapons you are proficient with. Damage rolls use either Strength or Dexterity, as normal.

Fatal Attraction

At 6th level, you can damage those under your charm and keep them from escaping. As an action, you can force a creature under the effect of your Song of Enchantment to take psychic damage equal to your Charisma modifier. Taking this damage doesn’t cause the creature to make a saving throw to end your enchantment.

Mind of Thorns

At 10th level, creatures who inflict psychic damage upon you take an equal amount of psychic damage. In addition, when a creature attempts to charm you, you can use your reaction and spend 5 Song Points to force it to make a Wisdom saving throw. On a failure, this creature is now under the effect of your Song of Enchantment, and doesn’t

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count against the number of creatures you can have under that effect.

Brutal Will

At 15th level, when a creature succeeds its saving throw to avoid or escape being charmed by your Song of Enchantment, that creature also takes 5d8 psychic damage.

Magic MelodiesSong of Nature

You can cast Animal Friendship at will, without using Song Points

Harsh Critique

You can use your action to insult and demoralize one creature that can hear you. Each turn that creature makes an attack roll, ability check, or saving throw, you can use your reaction and expend 1 song point to impose a penalty of 1d4 on the roll.

Supernatural Sense

You can cast Detect Evil and Good at will, without using Song Points

Pacifism

Each time you use a bonus action to continue your Song of Enchantment, you are under the effect of a Sanctuary spell. The effect can still end as normal.

Empowered Blast

Prerequisite: Sonic Blast sonorous technique

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When you use Sonic Blast, add your Charisma modifier to damage it deals on a hit.

Irresistible Screech

Prerequisite: Sonic Screech sonorous technique

When a creature takes damage from your Sonic Screech, it is also pushed back 10 feet in a straight line.

Beautiful Lies

Prerequisite: Proficiency in Deception

Double your proficiency bonus when making Deception checks.

Bend Will

Prerequisite: Proficiency in Persuasion

Double your proficiency bonus when making Persuasion checks.

Hypnosis

Prerequisite: Family of Skill archetype

When using your Mental Manipulation feature on a creature, you can spend 2 Song Points to force it to make a Wisdom save or fall unconscious. While unconscious, it still counts against the number of creatures under the effect of your Song of Enchantment, unless you release it otherwise.

Song of Protection

You can spend 2 Song Points to cast Protection from Evil and Good

Silver Tongue

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You gain proficiency in the Persuasion and Deception skills.

Enfeeble

Prerequisite: Level 5, Family of Skill archetype

When using your Mental Manipulation feature on a creature, you can spend 3 Song Points to cast Hold Person or Inflict Blindness/Deafness as part of the same action. This effect continues for the duration, even if the target escapes your Song of Enchantment.

Voice of Reason

You can cast Calm Emotions at will, without using Song Points. When you do so using this Melody, you can only have one creature at a time under its effect.

Song of Distraction

As an action, you begin a song that draws the attention of every creature in a 60 foot radius. As long as they can hear you, and you use subsequent actions to continue to sing, these creatures have disadvantage on Perception checks to locate any creature other than you. While singing, you cannot speak or cast spells that require a vocal component. As soon as you do, the effect ends.

Roar of Defiance

Prerequisite: Level 5

You can spend 3 Song Points to cast Shatter, centered on yourself. You take no damage from the spell, and you must finish a long rest before you can do so again using this melody.

Nature’s Ally

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Prerequisite: Level 5

You can spend 5 Song Points to cast Conjure Animals. You must finish a long rest before you can do so again using this melody.

Song of Terror

Prerequisite: Level 5

You can spend 5 Song Points to cast Fear. You must finish a long rest before you can do so again using this melody.

Song of Blood

Prerequisite: Level 5, Family of Blood archetype

You can attack twice instead of once when you take the attack action.

Song of the Feywild

Prerequisite: Level 7

You can spend 6 Song Points to cast Conjure Woodland Beings. You must finish a long rest before you can do so again using this melody.

Song of the Tamer

Prerequisite: Level 7

You can spend 6 Song Points to cast Dominate Beast. You must finish a long rest before you can do so again on the same creature.

Wrath of the Storm

Prerequisite: Level 7

You can spend 6 Song Points to cast Storm Sphere, centered on yourself. You take no damage from the spell, and you must finish a long rest before you can do so again.

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Nature’s Behest

Prerequisite: Level 9

You can cast Animal Messenger at will.

Allure

Prerequisite: Level 9

You can cast Enthrall at will, without using Song Points

Song of Suggestion

Prerequisite: Level 9

You can cast Suggestion at will, without using Song Points

Song of the Earth

Prerequisite: Level 9

You can spend 6 Song Points to cast Commune with Nature. You must finish a long rest before you can do so again.

Song of the Wind

Prerequisite: Level 9

You can spend 6 Song Points to cast Control Winds.

Biting Words

Prerequisite: Level 12, Family of Blood archetype

When you hit an enemy with a weapon attack you are proficient in, it also takes your Charisma modifier in psychic damage.

Wings of the Harpy

Prerequisite: Level 14

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You gain the ability to sprout a pair of feathered wings from your back, gaining a flying speed equal to your walking speed or 40 feet, whichever is higher. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings if the armor you’re wearing isn’t made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Sea Nymph

Prerequisite: Level 14

You gain the ability to alter your form so you more seamlessly blend into the water. You gain a swim speed equal to your walking speed. As a bonus action when in a body of water, you can turn your legs into the tail of a mermaid. While in this form, your swim speed is doubled and you can hold your breath for a number of minutes equal to 1 + your Constitution modifier + your Charisma modifier. While under water, you have advantage on ability checks made to grapple another creature.

Song of the Storm Ward

Prerequisite: Level 15

When you use a bonus action to continue the effects of your Song of Enchantment, you can cast Warding Wind on yourself as part of the same action. You can continue the effect as long as you use a bonus action to continue your Song of Enchantment, and as long as no other effects or Melodies trigger off of this bonus action.

Song of Insanity

Prerequisite: Level 15

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You can use an action cast Phantasmal Killer without expending Song Points. You must finish a long rest before you can use this melody on the same creature again.

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Siren Spells

Prioritize enchantment and sound spells

1st Level (13-15)

Animal Friendship*

Bane*

Beast Bond

Bless*

Charm Person*

Chromatic Orb (Limited to Thunder Damage)

Command*

Compelled Duel*

Detect Evil and Good

Dissonant Whispers*

Heroism*

Hex*

Sleep*

Speak with Animals

Tasha’s Hideous Laughter*

2nd Level (8-13)

Animal Messenger*

Blindness/Deafness

Calm Emotions*

Crown of Madness*

Detect Thoughts

Enthrall*

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Gust of Wind

Hold Person*

Phantasmal Force

Silence

Suggestion*

Warding Wind

Zone of Truth*

3rd Level (10-11)

Call Lightning

Conjure Animals

Counterspell

Fear

Hypnotic Pattern

Plant Growth

Sending

Tongues

Vampiric Touch

Water Breathing

Wind Wall

4th Level (5-6)

Compulsion*

Confusion*

Control Water

Dominate Beast*

Hallucinatory Terrain

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Phantasmal Killer

Storm Sphere

5th Level (4-6)

Commune with Nature

Control Winds

Dominate Person

Dream

Geas*

Hold Monster*

Maelstrom

Modify Memory*

Tree Stride

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The Harpy

The Harpy has several natural abilities reflecting its nature as a beautiful but swift, deadly being.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity or Strength score increases by 1.

Age. The mythic origin of the harpy grants them longevity. They mature at the same rate as humans, in their late teens. Their aging then sharply slows, allowing most to live into their third century if they aren’t slain.

Alignment. Harpies tend toward the chaotic side of things, with most leaning toward an evil nature. Some can resist this impulse, however.

Size. Harpies are usually between 5 and 6 feet tall. Your size is medium.

Flight. Your base walking speed is 30 feet, and you have a flying speed of 40 feet.

Talons. You are proficient with your talons, which look like ordinary human nails when retracted. Your talons deal 1d4 slashing damage.

Language. You can speak, read, and write Common.

Mythic Legacy. Once you reach level 3, you can cast Charm Person once a day without using a spell slot.

Luring Song. At level 5 you gain the Luring Song ability. As an action, creatures within 60 feet of you who can hear must make a Wisdom saving throw or be charmed and incapacitated by you. You must use a bonus action to continue to sing, and can stop singing at any time. Charmed creatures must move toward you by the most direct means and make another save to escape your song whenever put into danger by moving toward you or when

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they take damage. Charmed creatures still take opportunity attacks with this movement. You can have as many creatures as half your Charisma modifier (rounded up) under the effect of this song. Charisma is your spellcasting ability for your Harpy features.