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Siren


Hit Points

Hit Dice: d8 per Siren level
Hit Points at first Level: 8+Your Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5)+ your Constitution modifier per Siren level after the 1st.

Proficiences

Armor: Light Armor
Weapons: Simple weapons, Hand Crossbows, longswords, rapiers, shorts words, battle fans.
Tools: Three Musical Instruments of your choice.
Saving Throws: Dexterity and Charisma
Skills: Choose any three.

Overview & Creation

This is thought to be one of the oldest expressions of magic in all of Eos, at least in the Edician corner of the world. However, the legends surrounding Sirens became enamored by the wartime tactics of Aquarians to plunge enemies to their death, thus adding a layer of negativity to this magic. Sirens of all walks now face a stigma matching that of the Aquarian Sirens, with many finding them to be deceptive and terrifying, despite their beauty. Despite this, many choose the path of Siren for various reasons. There are some who enjoy the manipulation potential, but many just enjoy their art.  

The Magic of Performance

Part of the reason this is one of the oldest classes is because it is tied to one of the oldest forms of art, performance. Music and dance are cornerstones of all culture, and it didn’t take long for people to figure out how to express their magic through their performance. It could enhance their performance, or their performance could enhance their magical effect. Those who took this path spend equal time mastering their performance art of choice as much as they focus on their magic. The two must grow and connect as one in order for a Siren to at all be effective. In many cases, only those with natural talent for performing will take this path. Occasionally, an aspiring performer with limited talent may attempt this path, but it always comes with hard work to build their performing skill to be up to par with the demands of this class. Sirens are often competitive with one another, but can also collaborate to make spectacular effects. Nevertheless, the world of performance is a cut throat one and only the best can be at the top.  

Being a Siren

To be a Siren, you have to love the performance and sometimes the recognition of the performance over societal acceptance. You understand that your choice to be a Siren may mean few friends and plenty of discrimination, therefore your art must be extremely important for you. With this in mind, you must select this art form. Are you a singer, an instrumentalist, a dancer? How did you come to find your talent and what made you care about fusing it with your magic? Did someone in your family encourage you or was someone from your family a Siren themselves? Did you decide to rebel against a smothering family unit, leading you to a more freeing experience as a Siren? As a Siren, you likely have a Siren mentor or role model that you look up to. You would know that person by name and likely carry some form of remembrance of that individual, such as an image of trinket. This can also serve as an inspiration and strive to reach your aspirations.


Class Features

Song of Uplifting

All Sirens know a song that has been passed to them by other Sirens. They’ve spent their childhood practicing such a song. Sometimes it’s melancholic, sometimes upbeat, but it always holds some form of inspirational message. Should you sing your Siren’s Song of Uplifting, you may do so as a bonus action. Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains an inspiration die (d6). Once within the next 10 minutes or 100 rounds, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.   You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your uplifting inspiration changes when you reach certain levels in this class. The die becomes a d8 at 5th level, d10 at 10th level, and a d12 at 15th level.  

Song of Rest

Starting at 2nd level, all Siren’s have learned to use a lullaby by their second level. By singing of playing this lullaby on an instrument, your soothing music can revitalize wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increases when you reach certain levels in this class to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.  

Enchanting Voice

Starting at 2nd level, Your hypnotic voice can provide a boost to your sway over unsuspecting souls. So long as you have used your voice throughout an interaction with another creature, you may make charisma checks and related skill checks with advantage. Those creatures must then make charisma saves against you with disadvantage.  

Performance Style

Starting at 3rd level, you are able to select a performance style that will greater influence how you use your talents and how you will entertain crowds. You may choose between Strict Musician and Dancer. Your choice gives you features at 3rd level, 6th level, and again at 14th level.  

Shared Emotion

Starting at 3rd level, you’ve learned how to stir emotions in others. As an action, you begin to either sing, speak, or play an instrument while attempting to pass along the emotions you wish for a creature that can hear you to feel. All creatures within 60 feet must successfully complete a Charisma saving throw. On a failure, they take on the emotion you are attempting to impart. Those creatures must act out under that particular emotion, but do not suffer any other negative effects (e.g. states of frightened or exhaustion). Additionally, in order to make this effect work, you must also feel and express the emotions that you are imparting on others. The effect ends if you are incapacitated, silenced, or if you end it voluntarily (no action required). A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this feature for the next 24 hours. You may not cast any spells or use other features that require the use of your voice or instrument while using this ability.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase on ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Greater Song of Uplifting

Beginning when you reach 5th level, you regain all of your expended uses of inspiration from Song of Uplifting when you finish a short or long rest.  

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated, silenced, or if you end it voluntarily (no action required).  

Luring Song

Starting at 10th level, you learn a luring song. As an action, you may activate this ability by singing or playing your instrument. Every humanoid and giant within 300 feet of the you that can hear the song must succeed on a Charisma saving throw or be charmed until the song ends. The siren must take bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the you, the target must move on its turn towards the you by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this song for the next 24 hours. You may not cast any spells or use other features that require the use of your voice while using this ability.  

Superior Song of Uplifting

At 20th level, when you roll initiative and have no uses of Song of Uplifting, you regain one use.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background.     • (a) Any Simple Weapon, (b) Battle Fan, or (c) Longsword   • (a) Diplomat’s Pack or (b) entertainer’s pack   • Any musical instrument   • Leather Armor and a dagger.


Spellcasting

You have learned to channel you magic into your performing art skills. Your spells are part of your mass vast repertoire, magic that you can tune to different situations.    

Cantrips

You know two cantrips of your choice from the Siren spell list. You learn additional Siren cantrips of your choice at higher levels, as shown in the cantrips known column of the siren chart.  

Spells Known

The Siren table shows how many spells you know of 1st level and higher. To cast one of these spells, you must expend EP equal to the spell level. You regain all expended EP after completing a long rest. Additionally, when you gain a level in this class, you can choose one of the Siren spells you know and replace it with another spell from the Siren spell list of that same level.  
Spell Save DC=8+ your proficiency bonus
Spell Attack Modifier= Your Proficiency Bonus + Your Charisma Modifier

Spell Casting Focus

Should you require a focus, you may use your instrument as your focus.  

Siren Spells

 
Spell Level Class Spells
Cantrip Action Image, Costume, Lullaby, Mage Hand, Nudge, Sweet Dreams, Thundersnap, Vicious Mockery
1st Level Animal Friendship, Bane, Charm Person, Command, Comprehend Languages, Disguise Self, Dissonant Whispers, Enchanting, Gaze, Healing Word, Herosim, Sleep, Speak with Animals, Tasha’s Hideous Laughter
2nd Level Animal Messenger, Blindness/Deafness, Bridge Over Troubled Water, Calm Emotions, Detect Thoughts, Enhance Ability, Enthrall, Knock, Magic Mouth, Silence, Suggestion, What’s Mine Is Yours, What’s Yours Is Mine, Zone of Truth
3rd Level Beacon for the Deluded, Bestow Curse, Clairavoyance, Compel, Death Decree, Dispel Magic, Fear, Feign Death, Mass Healing Word, Nondetection, Plant Growth, Sending, Speak with Dead, Speak with Plants, Tongues
4th Level Compulsion, Confusion, Greater Invisibility, Hallucination Terrain, Pride’s Bane, Sing With Me
5th Level Animate Objects, Bound to Cause Harm, Bound to Harm None, Dogmatic Edict, Dominate Person, Dream, Geas, Greater Restoration, Heroic Call  Hold Monster, Mass Cure Wounds, Mislead, Modify Memory, Scrying, Seeming
6th Level Death of the Author, Eyebite, Guards and Wards, Mass Suggestion, Otto’s Irresistible Dance, Programmed Illusion
7th Level Force Cage, Mirage Arcane, Project Image, Sphinx’s Roar
8th Level Banshee Cry, Dominate Monster, Feeblemind, Glibness, Power Word Stun
9th Level Choir of the Ages, Power Word Heal, Power Word Kill

 


Subclass Options

Performance Styles

While just about every Siren will utilize songs and music as part of their abilities, different performance styles have emerged to supplement these abilities. Most often, their style reflects both their natural talents but also the styles used by mentors and role models.  

Strict Musician

The Strict Musician has chosen to focus on only the music and the abilities that it grants. This is the purest form of Siren as the first Sirens relied solely on their voice and the power of their singing alone in order to perform their abilities and feats. In more recent times, Sirens have begun to add the additional effects of their magical instruments. Something still championed by the Strict Musician as they have found musical instruments can deepen their performance in some way or open up the possibility for new spells and combinations. Compared to the Dancer, the Strict Musician can sometimes seem rigid and old school, while the strict musician sees the dancer as reckless and somewhat silly. Despite this, they are still capable of working together to create phenomenal performances for adoring crowds.   Strict Musicians are extremely competitive compared to their counterparts. They want to be the best of the best and will constantly attempt to show up one another, even when they are part of the same ensemble. This has also proven to create true fan favorites among the citizens of the world of Eos.  

Bonus Proficiencies

Your connection with music has reached beyond just that of performance and into a place of spiritual connection. You gain proficiency in Wisdom in addition to your other abilities. Additionally, you can gain proficiency in an additional weapon of your choice.  

Mesmerizing Tune

Also at 3rd level, you learn how to use your enchanting voice to distract, confuse, and otherwise sap the confidence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Song of Uplifting, rolling an inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.  

Instrument Accompaniment

At 6th level you gain a bonus to songs that use both your voice and instrument. Should you choose to sing a song while playing an instrument wherein you can do both, you may add extra effect to your abilities. When using this ability, you may add 1d4 + your Wisdom modifier to any effect that requires a roll.  

Enchanting Tune

Starting at 14th level, the songs you sing can touch the spirits and emotions of those around you, impacting their decisions and opinion of you. Whenever you are using a spell or ability that requires you to sing and an opponent attempts to attack you, force a Charisma saving throw. One a fail, they are charmed and cannot attack you that round. They may select a new target for their attack.  

Dancer

Dancer is a newer addition of performance added to the repertoire of some Sirens. To some extent, this new skill has inhibited their singing ability from being like that of their strict musician counterparts, but dancing has added a layer of performance equally capable of wooing crowds. Additionally, when dancers work together as a group, they find that they can complete amazing feats and wow entire crowds without even once using their music, giving some diversity and expansion to their performing reach. Dancing also comes with other benefits, such as adding some level of focus to their physical abilities, allowing the dancer to be nimbler than their more musical counterparts.  

Bonus Proficiencies

When you take on the Dancer style at 3rd level, you gain proficiency in both Acrobatics, Athletics, and one additional skill of your choice.  

Unarmed Strike

Also at 3rd level, you have learned to utilize your body as a sort of weapon thanks to your skill produced through dance moves and acrobatics. When you use the attack action with an unarmored strike, you can make one unarmed strike as a bonus action. At this level, you will deal 1d4 damage with your unarmed attack. This will increase to 1d6 at level six and 1d8 at level 14.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Dancing Magic

At 14th level, you’ve mastered the art of dancing and have managed to channel the magic of your Siren voice into your dancing. For any feats or spells that require the use of singing or playing and instrument, you may instead use your dancing. This will change the effect of the spell or feature to influence those who can see you within range rather than hear you. Additionally, since you do not have to use your voice to complete your dance, you may also sing to add the effect of an additional feat or ability.


LevelProficiency BonusFeaturesEnergy Points (EP)Cantrips Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Song of Uplifting (d6)232--------
2+2Song of Resting (d6), Enchanting Voice333--------
3+2Performance Style, Shared Emotion8342-------
4+2Ability Score Improvement10443-------
5+2Greater Song of Uplifting164432------
6+3Performance Style Feature, Counter Charm194433------
7+3-2344331-----
8+3Ability Score Improvement2744332-----
9+4-36443331----
10+4-41543332----
11+4-475433321---
12+4Ability Score Improvement475433321---
13+5-5454333211--
14+5Performance Style Feature5454333211--
15+5-62543332111-
16+5Ability Score Improvement62543332111-
17+6-715433321111
18+6-765433331111
19+6Ability Score Improvement825433332111
20+6Superior Song of Uplifting895433332211

Created by

Solose.

Statblock Type

Class Features

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