Siren Mage (3.5e Class)

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Siren Mage

Siren Mage’s can be both of the siren/banshee race and another race using a catalyst to project their magic. Siren mage’s use their sound magic to amplify their allies and discourage their foes.

Making a Siren Mage

A siren mage is equipped with a number of spells that buff their allies stats, damage, skills, etc… while providing debuffs and crowd control to foes.

Abilities: Siren Mages most valuable stat is charisma for spell casting. A support class such as the siren mage must be mobile and always by allies' side while avoiding attacks, this means a siren age should also focus on dexterity. A siren mage must be adept at handling many situations requiring intelligence for skill points

Races: Any, most often Sirens and Banshees

Alignment: Any

Starting Age: Moderate

Table: The Siren Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th
1st+0+0+2+2 Rally +3 2
2nd+1+0+3+3 30
3rd+2+1+3+3 Sonic Boom 31
4th+3+1+4+4 Warcry +10ft 320
5th+3+1+4+4 Rally +5 331
6th+4+2+5+5 Berating Insults, Bonus Feat 332
7th+5+2+6+6 3320
8th+6/+1+3+6+6 Warcry +20ft, I Said Stay Quiet! 3331
9th+6/+1+3+7+7 3332
10th+7/+2+3+7+7 Rally +7 33320
11th+8/+3+4+8+8 Words of Encouragement 33331
12th+9/+4+4+8+8 Warcry +30ft, Bonus Feat 33332
13th+9/+4+4+8+8 Banshee Screech 1/day 333320
14th+10/+5+4+9+9 433331
15th+11/+6/+1+5+9+9 Rally +9, I'm Louder Than You! 443332
16th+12/+7/+2+5+10+10 Warcry +40ft 4443320
17th+12/+7/+2+5+10+10 Freedom of Speech 4444331
18th+13/+8/+3+6+11+11 Bonus Feat, Banshee Screech 2/day 4444432
19th+14/+9/+4+6+11+11 4444443
20th+15/+10/+5+6+12+12 Stand Proud, Rally +11, Warcry +50ft, 4444444

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

Features used by a Siren Mage are amplified through their catalyst.

Weapon and Armor Proficiency: A Siren Mage is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Siren Mages are proficient with light armor and shields (except tower shields). A Siren Mage can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Siren Mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Siren Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A Siren Mage casts arcane spells, which are drawn from the Bard spell list with a few additional spells added. He can cast any spell he knows without preparing it ahead of time. Every Siren Mage spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Siren Mage must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Siren Mage's spell is 10 + the spell level + the Siren Mage's Charisma modifier.

Like other spellcasters, a Siren Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Siren Mage. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Siren Mage Spells Known indicates that the Siren Mage gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The Siren Mage's selection of spells is extremely limited. A Siren Mage begins play knowing four 0-level spells of your choice. At most new Siren Mage levels, he gains one or more new spells, as indicated on Table: Siren Mage Spells Known. (Unlike spells per day, the number of spells a Siren Mage knows is not affected by his Charisma score; the numbers on Table: Siren Mage Spells Known are fixed.)

Table: Siren Mage Spells Known
LevelSpells Known
01st2nd3rd4th5th6th
1st4
2nd52
3rd63
4th632
5th643
6th643
7th6442
8th6443
9th6443
10th64442
11th64443
12th64443
13th644442
14th644443
15th644443
16th6544442
17th6554443
18th6555443
19th6555544
20th6555554


Rally (Sp): At level 1 by using a standard action in battle, you can increase allies to hit, damage rolls, and AC by 3 + 2 per 5 levels. Last a number of rounds equal to casters charisma modifier. Rally can be used equal to half of the caster level per day.


Sonic Boom (Sp): At level 3, a Siren Mage can amplify their voice as a standard action to create a sonic boom towards an enemy within 30ft. The target must make a DC 10 +½ Caster Level + Charisma Mod Will Save or take 2d6+1d6/lvl sonic damage and be deafened for 1d4 turns. Enemies who pass the save are not deafened and take half damage. A Siren Mage can use this ability up to their Charisma modifier times per day.


Warcry (Sp): Starting at level 4, increase all allies initiative by half of the Siren Mage’s level (rounded down) and increase movement speed by 10ft + an additional 10ft every 4 levels after for the first 5 rounds of combat.


Berating Insults (Sp): At level 6, with a standard action, by assaulting an enemy with insults and jabs, the Siren Mage can temporarily lower their guard, allowing their allies to attack. The Siren Mage rolls a Perform check against the target’s AC, if they fail they are considered flat-footed for one round.


I said stay quiet (Sp): At level 8 and onwards, if an ally within 30ft of you fails a stealth check, you may allow them to reroll with an added bonus equal to your Charisma Score. Can be used on multiple characters equal to half of the caster level per day.


Words of Encouragement (Sp): Beginning at level 11, the Siren Mage can give special words to their allies at the start of a day Immunity to frightened, cowering, confused, panicked, and shaken effects. Last for one day.


Banshee Screech (Sp): Starting at level 13, the caster screeches at a high-pitch scream ending any targeted enemies within a 30ft radius circle centered on the user, causing any affected creature to be stunned for 1d4 turns unless they pass a fortitude save with a DC of 10 + Caster Level. If the target succeeds the save they are instead inflicted with the dazed condition for 1d4 rounds. If the target is immune to either conditions Banshee Screech will not affect the target. Can be used once per day and another use at lvl 18 per day


I'm Louder Than You! (Sp): At 15th level, when an opposing spell caster casts a spell, a siren mage could project their voice over the other spell caster. The target must make a concentration check against the casters' performance roll. If the target fails their spell is negated.


Freedom of Speech (Sp): At level 17, the Siren Mage cannot become silenced or restrained in a way that makes them unable to speak.


Stand Proud (Sp): At level 20, the Siren Mage grants all allies within 30ft of them 15 DR/


Bonus Feats: The Siren Mage gains a bonus feat, you meet the requirements for, at levels 6, 12, and 18

Ex-Siren Mage

An Ex-Siren Mage retains all of their abilities.

Epic Siren Mage

Table: The Epic Siren Mage

Hit Die: d8

LevelSpecial
21stBanshee Screech 3/day
22nd
23rdEpic Feat
24thWarcry +60ft
25thRally +13
26thEpic Feat
27th
28thWarcry +70ft
29thEpic Feat
30thRally +15

6 + Int modifier skill points per level.

Banshee Screech (Sp): The Siren Mage gains an additional use of Banshee Screech at level 21

Rally (Sp): The Siren Mage's rally bonus increases further at levels 25 and 30.

Warcry (Sp): The Siren Mage's Warcry bonus increases further at levels 24 and 28

Bonus Feats: The epic Siren Mage gains a bonus feat (selected from the list of epic bard bonus feats) every three levels after 20th.

Epic Siren Mage Bonus Feat List: Augmented Alchemy, Deafening Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Inspire Excellence, Lasting Inspiration, Master Staff, Master Wand, Music of the Gods, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Spell Knowledge, Spell Stowaway, Spell Opportunity, Tenacious Magic.


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