Homebrew Sorien (Sirens) Species Details
The enigmatic Sorien call the waters of the ocean their home. When out of the water the Sirens stand slightly shorter than the average human and possess dark hair that ranges from purple to green in color. It is very rare to see a Siren out of the water. However, their unearthly beauty, as well as a unique language that sounds to many like singing, have made them the foundations of many legends, especially among seafaring races.
Sorien (Sirens) Traits
Evolving within the waves, all sirens embody the traits of their home. This influence has reached even their fighting styles and magic, which demonstrate both fluidity and raw unrelenting power.Ability Score Increase
The Sorien embody the both the fluidity and beauty of the ocean itself, granting them increased Charisma and Dexterity. However, due to their propensity of living within water, they lack the physical prowess of many land-based races. As a result, your Dexterity score increases by 2 and your Charisma score increases by 2. Your Constitution score decreases by 1
Age
Sorien mature at the same rate as humans and have an average life expectancy of 90 years.
Ocean Child
As a child of the ocean, you are more comfortable in water than you could ever be on dry land. You can breathe underwater, and with your fins you can swim through any liquid with a movement speed of 45 ft.
Shape of Water
Once a day as a standard action you may call upon the spirit of the oceans to make your body one with the water which you call home. This form lasts for one minute and causes physical attacks to pass right through you; granting you resistance to slashing, piercing, and bludgeoning damage from non-magical sources. While in this state you also move with the ease of water, allowing you to pass through any opening through which water might be able to travel.
Siren’s Song
Your voice is imbued with the magic song of your people, granting you the following abilities…
- Subtle Compulsion) Once a day you may choose to automatically take advantage on any diplomacy, intimidate, or bluff check.
- Captivating Performance) As a standard action you may sing to any creature. That creature must attempt a Will saving throw (DC: 10 + 1/2 your character level + your Charisma modifier). On a failed save, that creature becomes Charmed, and is unable to move or attack. A charmed creature will remain Charmed until you stop singing, or they receive damage of any type. Once a creature has heard your song (regardless of the result of their Will Save) they become immune to it for a full day.
Comments