Homebrew Air Siren Species Details

Flying creatures composed of females, each are masters of charm and beguilement.

Air Siren Traits

You have the following racial traits

Ability Score Increase

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores. 

Languages

Your character can speak, read, and write Common and Sylvan.

Creature Type

You are a Humanoid.

Size

You are Medium. 

Speed

Your walking speed is 30 ft. 

Darkvision

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 cant discern color in darkness, only shades of gray.  

Pluto's Gift

A Mark consisting of arched shapes depicting waves, feathers and eyes grace the upper back of every siren. As a action, you turn into an airborne form,  powerful wings magically appearing on your back, and your feet turning into sharp talons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a flying speed of 40 feet. While in this form, you unable to cast any spells with the somatic component but can use your action to return to normal.

Siren's Call

Sirens are known for luring people and beguiling them. Whenever you make a Charisma (Performance) check to sing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. At 8th level your natural allure has matured, enabling you to enchant humanoids to do simple tasks for you. The target must succeed on a Charisma saving throw. The target automatically succeeds when asked for any obviously harmful act. Once succeeded the target can not be allured again.

Control Air

You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Charm Resistance

You have advantage against being charmed, being a skilled charmer yourself.

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