Order of the Siren | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Order of the Siren

Villagers were taken away in the talons of harpies with smiles on their faces listening to their other worldly voices. Sailors have crashed their ships on the rocks enchanted by an enrapturing song on the winds. Farmers have been seen leaving their fields following mysterious woodland beauties into dark deep forests. By observing these creatures and one painful surgical process, the elders transform willing hunters into enchanting beasts. These hunters became the members to the Order of the Siren. Through training one's newly formed vocal cords and mixing in some blood magic these hunters have mastered enchantments through singing. There is an element of horror observing a fair maiden singing and seeing her enemies mindlessly following her every word. The process to transform a siren can be done to any willing subject wanting to go down this path, regardless of gender or race. The transformation takes many forms from becoming like the alluring feathered harpies, to the mysterious scaled mermaids, to the whimsical floral nymphs, or seductive Succubus/Incubus. Regardless of which kind of siren they manifest into, every song and dance are deadly.    

Gifted Vocal Cords

At 3rd level, to the new implanted vocal cords you have a beautiful voice. You gain proficiency in performance and your proficiency bonus is doubled for any performance ability checks you make. Additionally, you can be heard by creatures of your choice up to 60 feet away as if you were whispering to them.    

Siren Dance

At 3rd level, whether you have regal feathers, iridescent scales, colorful foliage, or fiendish skin, all have a deadly edge. You gain an unarmed strike in the form of Predatory Strikes.
  • Predatory Strikes: You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolls for your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
     

Loving Touch

At 7th level, you can ease the suffering and soothe your allies with a mere touch. As a bonus action, you can touch a creature and heal them a number of hit points equal to one roll of your Hemocraft die plus your intelligence modifier (minimum of 1) or cure the creature of the paralyzed condition or the poison condition. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

Brand of the Siren Call

At 11th level, your Brand of Castigation now rings out an eerie siren song that confuses the branded creature. The branded creature has disadvantage on all attacks made against you when you are within 10 feet of the branded creature. Additionally, the branded creature is deafened while branded.    

Blood Curse of the Alluring Song

At 15th level, you’ve honed your Hemocraft to cause your victims to dance across the battlefield to where you want them. You gain the Blood Curse of the Alluring Song for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
  • Blood Curse of the Alluring Song: As a bonus action, you can choose one creature you can see within 30 feet of you, and they must make a Charisma saving throw or be charmed by you until the end of your next turn. While charmed, you choose a point within 30 feet of you that the cursed creature must use its movement to go to, but it must be a position that wouldn't bring them in direct danger from the surrounding area such as a cliff or a pool of lava.
  • Amplify: This curse lasts for 1 minute. As your bonus action, you can designate a new point the cursed creature must move to. At the end of each of its turns, the cursed creature can make a Charisma saving throw. On a success, this curse ends.
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    Draining Touch

    At 18th level, as an action, you can grasp a creature in attempt to draw out their life force, the target must make a Constitution saving throw or take 5d10 necrotic damage and you regain half the damage dealt on a failed save, or half as much damage on a successful one and you regain no health. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
     


    Created by

    Lord Mcberry.

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