Homebrew Harpy Species Details
Harpies are said to be the tragic result of a curse placed upon once-beautiful women, transforming them into savage beasts. Legends speak of their haunting songs and feral nature, as they preyed upon travelers and brought chaos to the land. Yet, among their kind, there are those who seek to break free from their wild instincts, yearning to acclimate to the civilized world.
Despite facing prejudice and mistrust, these harpies endeavor to prove themselves as valued members of society, using their unique abilities to protect and aid those in need. Whether soaring through the skies or navigating the complexities of human civilization, harpies are creatures of both beauty and mystery, forever seeking to bridge the gap between their cursed past and a hopeful future.
"Fly high, little harpy, but remember where you came from. The sky may be your domain, but the earth holds your history.” — Elder druid’s advice to a young harpy seeking her place in the world
“The harpy’s cry pierces the night, a haunting melody that speaks of longing and loss. She sings of the dreams she once had, now lost to the winds of time.” — Unknown poet’s reflection on the harpy’s song
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
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, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Harpies are of the Humanoid type.
Life Span
Harpies typically have the same lifespans similar to humans, maturing at the same rate and living up to around 60 years.
Height and Weight
Harpies stand around 5 to 6 feet tall and weigh between 100 to 150 pounds. Your size is medium.
Appearance
Harpies are medium-sized humanoid creatures with the graceful bodies of women yet cursed with the form of savage avian hybrids. They stand around 5 to 6 feet tall, with wingspans of 10 to 12 feet. Their faces retain a human-like beauty, with delicate features accentuated by slight avian traits, such as keen eyes, or a crest of feathers atop their heads. Feathers cover their arms and legs, their hands and feet typically ending in sharp talons.
Harpy Traits
Darkvision, Keen Senses, Natural Acrobat, Talons, Harpy’s SongDarkvision
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 can’t discern color in darkness, only shades of gray.
Keen Senses
Your sharp eyes and acute awareness make you naturally proficient in the Perception skill.
Natural Acrobat
Your agility and natural grace give you an edge when navigating narrow or treacherous surfaces. You have advantage on Dexterity (Acrobatics) checks made to balance, jump, or navigate narrow or treacherous surfaces.
Talons
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. Your talons are natural weapons, and you can use them to make unarmed strikes.
Flight
With your powerful wings, you have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.
Harpy’s Song
As an action, you can sing a magical melody. Each creature of your choice within 30 feet of you that can hear your song must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or be charmed by you until the end of your next turn. A charmed creature is incapacitated and has a speed of 0. If a creature’s saving throw is successful, or if the effect ends for it, the creature is immune to your Harpy’s Song for the next 24 hours. You can use this ability once per long rest.
The charm effect ends early if you or your allies attack the charmed creature, or if the creature is forced to take damage or perform a dangerous task. You can use this ability once per long rest. This is a magical ability, and it cannot be used in areas of magical silence or when you are unable to speak.
Comments
A lot of DMs don't like to allow flying races in low-level parties. While I don't personally subscribe to that point of view, it might mollify them a bit to make the flying speed thirty and give them a slower walking speed, like 20 (bird hops).
Also, being able to charm groups of creatures at first level is a but strong, even if it is only 1/lr. Perhaps you could have that ability unlock at 3rd level?
Other than that, this seems workable.
Thanks for the feedback! I tried to keep the lore of the harpy alive when trying to balance this, so there’s a few abilities I wanted to keep without mitigating them entirely.
I left the walking speed at 30 for traveling/pacing purposes, when flight may not be an option. I didn’t feel like it should slow down the party, or feel clunky. Wizards increased the movement speed of halfings for the new (2024) rules, so I didn’t see the harm. On the flip, flight is contingent on equipment. Maybe it can be further balanced by including carrying weight.
I knew harpy song was iconic and had to stay. It’s an immediate racial feature, so I wanted it granted at racial selection. Reduced the range from 300ft to 30ft with no lure. If a player decides they want to try this homebrew, another balancing tactic could be to use every subsequent action, or bonus action to maintain the song/charm effect.