Homebrew Half-Siren Species Details
Half-Sirens are a highly diverse species. The original Sirens were once a race of beautiful shapeshifters, ones that fed off the emotions of other humanoids and could travel to wherever they were found. When a long-forgotten calamity took away this ability to shapeshift, they were trapped in their half-animalistic forms, leading to a variety of both siren species and myths. With true sirens being unable to feed off one another, this means most instead choose to live among or near existing humanoid populations, often looked at in awe and superstition. When they pair with one of these humanoids, the end result is almost always a half-siren.
Half-sirens usually adopt the culture and ideals of the society they're born into, with 'true' half-siren communities being rare. While they lack their parent's need to feed off emotion, many are still compelled to pursue professions filled with strong emotions. Poets, soldiers, coroners, priests, and musicians are all common among half-sirens, and even those that relegate themselves to the quiet life often participate in wild hobbies with other humanoids whenever they can. Expectedly, this means many half-sirens eventually turn to 'adventuring'. often feeding into the most extreme habits of their companions.
Physically, half-sirens generally resemble attractive humanoids with animalistic features. This can range from the likes of wings to fins to even hooves, with some half-sirens having an entire extra set of limbs or muscles not found on ordinary humans. Rarely does a half-siren resemble their non-siren parent. although specific traits can rarely show through, such as orcish gray skin or elven pointed ears. And while their latent sorcery is nowhere near their parent's many can still manipulate the emotions of others at will.
Half-Siren Traits
As a half-siren, your character has the following 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, 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.
Age
Half-sirens reach adulthood in their late teens and can live to be 120 years old. Once they reach adulthood, half-sirens tend to slow in their aging, only suffering the effects of old age in the final decade of their life.
Alignment
Drawn to intense emotions, most half-sirens are drawn towards ideological extremes, rarely being truly neutral in their dealings.
Creature Type
You are a Humanoid.
Size
Half-sirens are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed
Your walking speed is 30 feet.
Darkvision
Thanks to your siren blood, you have superior vision in dark and dim conditions. 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.
Siren Magic
You have proficiency in the Performance skill, and you know the thaumaturgy cantrip. It uses your Intelligence, Wisdom, or Charisma modifier (choose when you select this species).
Siren's Song
You have a magical voice that can be used to reach out to other humanoids. When you take the Attack action, you can replace one of your attacks with one of the following options, the DC being equal to 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice when you select this species).
Song of Suggestion. A humanoid that can hear you and understands at least one language you speak must succeed on a Wisdom saving throw or be charmed by you, making the save with advantage if you or your companions are fighting it. While charmed, they regard you as a friendly acquaintance and will help you as such. This lasts for ten minutes or until you or your companions do anything harmful to them, after which the creature knows they were charmed.
Song of Pain. You emit a 15-foot cone of sound that pains those who hear it. Creatures in the area must succeed on a Constitution saving throw or take 2d6 thunder damage and be deafened until the end of their next turn, taking half as much damage and not being deafened on a success.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Languages
You can speak, read, and write Common.
Previous Versions
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