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Bard - College of Sirens

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Bard - College of Sirens

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The College of Sirens

While most bards master their art on dry land, some discover Drowned Phantom
their talents while at sea. Known as Sirens, these bards are medium undead, unaligned
more comfortable on the deck of a boat then the stage in a
tavern, and are quick to motivate their friends with a rousing
sea shanty, or sap their foes with dreadful dirges of despair. Armor Class 11 + PB (natural armor)
Combining their knack for vocal magic and their intimate Hit Points 5 + five times your bard level
connection with the high seas, Sirens conjure the spirits of (the Drowned Phantom has a number of
drowned sailors to fight alongside their crew one last time. hit dice [d8s] equal to your bard level)
Speed 30 ft., fly 40 ft. (hover)
College of Sirens Features
Bard Level Feature STR DEX CON INT WIS CHA
3rd Sea Legs, Song of the Sea 12 (+1) 16 (+3) 15 (+2) 9 (-1) 12 (+1) 9 (-1)
6th Siren's Curse
Damage Immunities necrotic, poison
14th Ghastly Wail Conditioned Immunities exhaustion, frightened,
grappled, paralyzed, poisoned
Sea Legs Senses darkvision 60 ft., passive Perception 11
When you join this College at 3rd level, you gain a climbing Languages the Phantom understands the languages
speed and swimming speed equal to your movement speed, you speak, but it cannot speak itself
and you can hold your breath underwater for a number of
minutes equal to 10 + your Constitution modifier. Belly Fully of Slop (Cook Only). Any friendly creature
of your choice that completes a short rest with the
Song of the Sea Cook Phantom gains temporary hit points equal to
Also starting at 3rd level, you can use your song to call forth your bard level + your proficiency bonus.
the spirits of those who have drowned at sea. At the end of a
long rest, you can perform a mournful song that summons a Incorporeal Passage. The Phantom can move through
Drowned Phantom. When you do so, you choose to summon creatures and objects as if they were difficult terrain.
If it ends its turn inside an object or creature, it is
the spirit of a Cook, Gunner, or Oarsman, which determines shunted to the nearest unoccupied space and takes
its abilities. The Drowned Phantom is friendly to you, obeys 1d10 force damage for every 5 feet traveled.
your commands, and uses the Drowned Phantom stat block,
which uses your proficiency bonus (PB) in several places. Siren's Bond. You can add your PB to any ability
In combat, the Phantom acts during your turn. It can move check or saving throw that the Phantom makes.
and use its reaction on its own, but the only action it takes is Actions
the Dodge action, unless you use a bonus action on your turn
to command it to take one of the actions from its stat block, Black Powder Shot (Gunner Only). Ranged Weapon
or another action. If you are incapacitated, it can take any Attack: your spell attack modifier to hit, range
action it chooses, often choosing to protect you. (60/30), one creature. Hit: 1d12 +3 bludgeoning
damage. If the Phantom rolls a 1 on its attack roll, it
If your Phantom was destroyed within the last hour, you misfires and it takes the full damage of the shot.
can expend a spell slot of 1st-level or higher. After 1 minute,
it returns from beyond the veil with its hit points restored. Deathly Touch. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one creature.
Siren's Curse Hit: 1d8 + 3 + PB necrotic damage, and the target
Your mournful songs of the sea can mark your foes for death. must succeed on a Wisdom saving throw against
Beginning at 6th level, when you use Countercharm, you can your spell save DC or be frightened of the Phantom
mark one enemy creature within its range for death. While until the end of the target’s next turn.
your Countercharm is active, your Phantom has advantage on Grasp of the Sea (Oarsman Only). Melee Weapon
its attack rolls against the marked creature, and the marked Attack: your spell attack modifier to hit, reach 5 ft.,
creature has disadvantage on any saving throw your Phantom one creature. Hit: 1d8 + 3 + PB necrotic damage,
forces it to make. and if the Phantom has a free hand, it can choose to
automatically grapple a Large or smaller target. The
Ghastly Wail grapple's escape DC equals your spell save DC.
You can banish your Drowned Phantoms back to their watery
graves with a horrible screech. Starting at 14th level, you can
use a bonus action to banish your Phantom back to its grave,
completely destroying it in the process. As it dies, it lets out a
horrifying wail, forcing creatures of your choice that can hear
the Phantom within 30 feet to make a Wisdom saving throw.
Creatures take 6d8 thunder damage on failed save, and half
as much thunder damage on a successful save.
License
OPEN GAME License Version 1.0a The following text is the property of 6. Notice of License Copyright: You must update the COPYRIGHT
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14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You unenforceable, such provision shall be reformed only to the extent
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License, the Contributors grant You a perpetual, worldwide, royalty- Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
original material as Open Game Content, You represent that Your Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Contributions are Your original Creation and/or You have sufficient Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
rights to grant the rights conveyed by this License. Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
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