Siren
"The Siren is a mystical healer, channeling restorative magic through a Harpy—a bound spirit tethered to her enchanted grimoire. The Siren casts ancient verses woven with forgotten power, guiding the Harpy to deliver potent healing, purification, and protective enchantments across the battlefield. Her voice is both conduit and command, turning melody into magic and harmony into hope. Throughout history, Sirens have proven to be some of the most dedicated magicians, only second to Witches, as the art of pure healing can prove challenging to master."
Sirens evoke healing spells twofold, as they both cast spells themselves and command their Harpy to do so in unison. The Siren's Harpy channels most of a Siren's magic, allowing for different healing and purification spells that can prove necessary for a party. This summoned entity can also prove a useful way for the Siren themselves to avoid harm, as they can stand further back in battle, out of range, while they channel their magic through the Harpy that can remain closer to battle. Any attacks done to the Harpy channel their damage back to the healer, but entirely halved. This way, the Harpy cannot be defeated, but healing magics must keep up on the Siren themselves as well.
Abilities:
Summon Harpy – You summon your harpy with an action point. You may command your Harpy to move during your own turn using bonus actions. Your Harpy does not have their own turns in battle, instead, you act in unison.
Shared Spellcasting (Passive) - While the Harpy is summoned, all healing magics are doubled and channeled through the Harpy. The Harpy must be within a large radius of the Siren, or magics will not be channeled properly.
Healing Magics:
Ray of Life – Heals an ally with ranged magic.
Pulse of Life – The Harpy is ordered to emit a medium radius of healing magic from it's position.
Grant of Life – Both the Siren and Harpy send a surge of temporary HP to a chosen ally, totaling two chosen allies.
Wave of Life – For 3 turns, the Harpy will regenerate anyone in a small radius around it, even when moving.
Warding Wings – You command the Harpy to immediately sever connection to you in order to fly to any ally's position in emergency and embrace them in it's wings, protecting said ally from any attack for the next turn. This ally gains a very small regeneration for said turn, but is unable to act during their turn. Any attacks done to this embraced ally will instead damage the Harpy, who will transfer the damage in full to the Siren once the embrace is over.
Flight of Restoration – You chart a path for the Harpy to fly in, and any creatures in it's path will be healed. Avoid flying over enemies and chart a path specifically for allies. The end of the path will be where the Harpy lands, ensure it is within the Siren's range.
Ultimate Ability – Celestial Chorus – Your Harpy splits into three, slightly weaker Harpies for the next 3 turns. These Harpies now gain an individual turn each, and may be positioned anywhere, as the Siren's range now reaches through the entire battlefield. Any healing magic used by the Harpies at this time will also roll to remove one negative effect.

Type: Magic Support
Weapon/Tool: Grimoire of the Harpy
Origin: Yggdrasil