Merfolk, Siren

Common Cultures: Artistic, Collegiate, Cosmopolitan, Feywild, Imperial, Natural, Undersea

Ancestry Traits

Size. Your size is Medium.
Speed. 10 ft., 40 ft. swim (-1 point)

Amphibious (1 point).
You can breathe air and water, and you have a 40 foot swim speed.
Darkvision (1 point).
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Deft Swimmer (1 point).
You can use the Dash or Disengage action as a bonus action while underwater.
Emissary of the Sea (1 point).
You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. If you have the Friend of the Sea trait, you can also speak to Elementals and Monstrosities that have a swimming speed.
Sea Legs (1 point).
You have advantage against effects that would knock you prone.

Paragon Options

Aquatic Predator

Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have Advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have Disadvantage on saving throws against spells and abilities you use.

Luring Song

As an Action, you can sing a magical melody. Every humanoid and giant within 150 feet of you that can hear the song must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be Charmed until the song ends. You must take a Bonus Action on subsequent turns to continue singing. You can stop singing at any time. The song ends if you Incapacitated.

While Charmed by you, a target is Incapacitated and ignores other luring songs. If the Charmed target is more than 5 feet away from you, the target must move on its turn toward you by the most direct route. 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 you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this ability for the next 24 hours.

Siren Magic

You learn more advanced magic of the marids. You learn the charm person spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: command, enthrall, hypnotic pattern, suggestion, or unearthly chorus. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.

You can also cast these spells using mana if you can cast spells of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).