Half-Siren (5e Race)

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Half-Siren[edit]

Children of monsters, sailors will often not return. But occasionally a child will wash ashore, the only legacy of a lost voyage. Humans are constantly evolving and known to be intuitive and adventurous, constantly seeking out danger, though it is highly uncommon. This nature has led some humans to procreate with sirens, though few have lived to tell the tale. Half-sirens usually inherit traits from both parents, though their siren traits are more predominant.

Physical Description[edit]

To humans, half-sirens appear as eldritch sea-dwelling creatures, and to sirens, they're nothing but a familiar-looking human. In height, they are unnaturally tall and lithe, tending to be on average 4-7 feet tall, and from 100-180 pounds with men only slightly heavier than women. It is rare that half-siren men grow facial hair, but those that do only do so to hide their siren heritage. Half-siren coloration and features lie somewhere between their human and siren parents, and thus show a variety even more pronounced than that found among either race. Sirens have eye colors that range from bright blue to a deep red, most half-sirens have eyes from their siren parent. Their ears are slightly pointed with a gill-like appearance.

History[edit]

Children of the sea and sky, of lost sailors and unseen monsters, half-sirens lack a history of their own, though some adventuring ship captains, dread pirates, and even great musicians of history have had siren blood in their veins.

Society[edit]

As scattered as they are, half-sirens take on the traits and cultures of the places they are born, though they often find themselves filled with wanderlust or unsatisfied with their lives. Even if they find themselves in a stable life, they are still drawn to the deep blue sea.

Half-Siren Names[edit]

Half-sirens are rarely born amongst humans and tend to have little to no parental care from their siren parent. Despite this, half-sirens' names are a diverse combination of multiples titles originating from Draconic to Orc seeing as how sirens tend to speak a variety of languages and hear many things amongst the shore. Sirens live in clans that are usually dubbed by sailors who notice their presence. Surnames, though, are a combination of Aquan and Primordial. Nicknames tend to also be Aquan and Primordial. First names, for half-sirens, are usually human. The following list includes common Siren and Human names, as well as combinations of both.


Female: Silifrey, Westra, Kethra, Selise

Half-Siren Traits[edit]

Half-sirens are the children of lost seafarers and monsters and feel the blood of both as they find their paths.
Ability Score Increase. Your Dexterity score increases by 1. All half-sirens are nimble and lithe.
Age. Half-sirens reach maturity in their mid-nineties, growing slightly slower than humans, and can live to 750 years.
Alignment. Half-sirens feel the blood of their monstrous parentage inside them and tend towards chaos. Whether they are good or evil, they relish in taking life, for it is instinctual to half of them. Most sirens are chaotic evil alignment, serving the cruel sea goddess Umberlee, while others serve the benevolent sky god Amixdon, but half-sirens aren't usually evil despite rarely lacking a chaotic alignment, tending to forge their own path in the world, not wanting to serve their clan, a deity, or ridiculous human laws. However, they are still not immune to siren-like nature.
Size. Half-sirens are light but tend to be roughly the same size as humans. Those on the taller side can be anywhere from 6-7 feet.
Speed. Your base walking speed is 30 feet.
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea. Using gestures and sounds, you can communicate ideas with any beast that has an innate swimming speed.
Children of Temptation. Half-sirens are immune to the charmed and frightened conditions, born of alluring and beguiling monsters as they are.
Siren’s Song. Half-sirens know the charm person and dominate person spells, casting them at will and without material components, born of alluring and beguiling monsters as they are.
Lair Affinity. Whenever you make an Athletics (Strength) check to climb or swim, you are considered proficient in the athletics skill and add double your proficiency bonus to the check instead of your normal proficiency bonus.
Kiss of Death. The hunger of the sirens is strong in you. You can use your action to make a special bite attack. If the attack hits, it deals 2d8 necrotic damage and you gain temporary hit points equal to half the damage dealt (rounded up). The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.
Fierce Shriek. You can use your action to emit a harrowing shriek. When you do, each creature in a 15-foot cone must make a saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d4 thunder damage on a failed save and is frightened until the beginning of your next turn. On a successful save, the creature takes half as much damage and is not frightened. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level.
Languages. You can speak, read, and write Common, Aquan, Primordial (All), Siren, Sylvan, and one non-secret language of your choice.


Seablood[edit]

Ability Score Increase. Your Constitution increased by 2. Seablood sirens' bodies are hardier.
Darkvision. Darkvision
Hold Breath. You can hold your breath for up to 15 minutes at a time. If your constitution score increases, the number of minutes increases equal to your level.
Sea Swindler. When speaking to sea monsters in Aquan or Primordial, you have advantage on deception and persuasion checks involving that creature.
Ocean Trekker. Your swimming speed is equal to your walking speed. If your walking speed changes, so does your swimming speed.
Ocean's Best Mate. Starting at 3rd level, you know the spells create or destroy water and control water.

Skyblood[edit]

Ability Score Increase. Your Strength increased by 2. Skyblood sirens are suited to existing on harsh cliffs and crags.
Swift Blooded. Your base movement speed becomes 35 feet.
Natural Climber. You gain a climb speed of 35 feet and a fly speed of 50 feet.
Peak Dweller. At high altitudes where most humans and other races get altitude sickness, you can continue on promptly, reaching heights up to 100,000 feet without issue.
Feathery Foe. starting at 2nd level you begin to have feathers sprout out of your skin, at 8th level these will cover your legs completely.
Fury of the Storm. Starting at 3rd level, you can cast the spells gust of wind and call lightning.

Songblood[edit]

Ability Score Increase. Your Charisma increased by 2. Songblood sirens are alluring and charming by nature.
Natural Personality. You gain proficiency in the Persuasion skill.
Madness of Sound. Starting at 3rd level, you can cast the thaumaturgy cantrip.
Voice of Reason. Starting at 3rd level, you can cast the spells comprehend languages and calm emotions.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4"10 ft′ 58 in'' +2d10 120 lb. × ((2d4) lb; in practice, this is multiplied by the height modifier) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Suggested Characteristics[edit]

When creating a <Half-Siren> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I look down upon those who don't value the ocean and see its beauty.
2 I am cocky and pretentious, especially when I'm on familiar ground.
3 I'm quick to run or offer a haphazard solution in serious conflict.
4 I always want to know how things and people work and what makes them tick.
5 I believe words and actions are of equal value.
6 I fall in and out of love very easily, always pursuing, always yearning.
7 I never pass up a friendly wager.
8 I stretch the truth in order to tell good stories.
d6 Ideal
1 Hunger; I am constantly yearning. Knowledge, secrets, song, human flesh, you name it.
2 Charisma; there is no way to make my way through life without a bit of wooing and lies.
3 Coincidence; coincidences are common and I don't believe in signs from deities.
4 Time; past, present, future- all the same. I can only really change one, so what's the use in worrying?
5 Culture; I adore traveling from village to village. Humans are very fascinating.
6 Home; the ocean is my home and I will do anything to protect it and the creatures that dwell there. Anyone who hurts it might as well be swimming with the fishes.


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