Homebrew Siren Species Details
"Entrancing beings they are. If not careful, one would soon end up in their trap. Curious beings of songs and water, sirens might give you the show of your life or end it for you if you aren't catious." - Urgot Shardon
Sirens are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient oceans or in silvery coves and beaches glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Sirens love nature and magic, music and poetry. They are also quick to defense, and those of less savory alignments are notoriously reputed to drown (and possibly eat) those unfortunates who come too near their favourite haunts. Because of these, many other races are suspicious even of the good aligned and will go out of their way to avoid them if encountered near any bodies of water.
Slender and Graceful
With their unearthly grace and fine features, sirens appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, though deceptively muscular. Males are rare within the species; many female sirens will mate with elves or other long-lived races.
A siren's coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid colour, often metallic or sea coloured. Sirens have no facial and little body hair. They favor simple clothing in neutral colors, and they enjoy simple yet lovely jewelry.
A Timeless Perspective
A siren's lifespan is widely unknown. None that died of mere age have yet to be encountered. This potentially lengthy span gives them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, sirens can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
The oldest siren in existence is known as the Arc Siren. She swims from village to village in order to teach her people. Revered with the utmost respect and a fair amount of legends, it is always a reason for great celebration within the villages when she visits. She is revered almost as a god, and thought by many to be one.
A siren will defend themselves from confrontation with barely a thought, often escalating into violence quickly. They are known to be vicious fighters, wielding their innate abilities to their enemies' dismay.
Hidden Ocean Realms
Most villages are mainly built underwater, hidden amongst coves and inlets of the seaside where an illusory seafloor hides their presence. A few structures does stand on land of these seaside villages though, such as guard houses, watchtowers and some food stores. All hidden away by their siren magics and well trained scouts. These are all fairly small villages, there's never more than 1000 inhabitants, usually much less. A few bigger cities exist in the depths of the oceans. The one they consider their capital, The Treasure of the Sea, is their largest metropolis and hidden away in the deepest undiscovered depths of the ocean. The journey there is long and dangerous, therefore many travel there in groups and wait until they find themselves old and strong enough to make it. Those who journey there often stay for good, or at least for a fairly long time. To sirens, all sirens are considered family. Raising the children of a village is a shared job between the inhabitants. However children do still live with their parents, until they take on their adult name, decides to move out or are thrown out.
Titles
The leader and eldest siren of a village is called the Anga. The most powerful singer(bard) is called the Orpran. The most powerful witch(druid) is called the Ahper. The most powerful scout(ranger) is called the Eak. Their apprentices are called Uhr-(Orpran/Ahper/Eak). They all have to take one apprentice amongst their students. They may not refuse a student unless they prove themselves unworthy. To have disgraced yourself to the degree of being called unworthy is the biggest sin and it results in banishment. The Orpran and Ahper oversee the spells that keep the villages safe, while the Eak oversees the physical/military aspects of it and the law and order.
Exploration and Adventure
Sirens take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. They also enjoy exercising their martial prowess and gaining greater magical power - adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
Although they can be haughty, sirens are generally gracious even to those who fall short of their high expectations—which is most bipeds. Still, they can find good in just about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.”
Halflings. “Halflings are people of simple pleasures, and that is not a quality to scorn. They’re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises.”
Humans. “All that haste, their ambition and drive to accomplish something before their brief lives pass away—human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
Elves. "Nearly our equals in beauty and song, and fine crafters of metalwork. Their refinement and longevity are a match for our own, and we can often mix among them unnoticed for a time."
Siren Names
Sirens are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, a siren selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. Some traveling among humans translate their family names into Common, but others retain the native version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Siren Traits
Your siren character has a variety of natural abilities, the result of thousands of years of siren refinement.Emissary of the Sea
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Control Water
A child of the sea, you can call on the magic of elemental air and water. Starting at 3rd level, You can cast fog cloud, and starting at 5th level, you can cast wall of water. Charisma is your spellcasting ability for these spells. You can innately cast these spells, requiring no material components.
Amphibious
Sirens can breathe both air and water with equal ease.
By Land and By Sea
A siren can choose to polymorph between having fins or feet for greater ease in navigating their environment. This does not mimic the polymorph spell, and cannot be used on others. Both forms have gills that close above water, but are visible upon closer inspection (investigation DC of 15).
Stupefying Touch
A siren touches one creature they can see or otherwise know the position of within 5 feet of her. The creature must succeed on a DC 18 Intelligence saving throw or take psychic damage equal to (lvl)d6+(lvl) and be stunned until the start of the siren’s next turn.
Cold Immunity
As a creature of the wild waters, a siren has natural immunity to cold.
Ability Score Increase
Your Dexterity and Charisma scores increases by 2.
Age
Although sirens reach physical maturity at about the same age as humans, the fey understanding of adulthood goes beyond physical growth to encompass worldly experience. A siren, as do their fae cousins, typically claim adulthood and an adult name around the age of 100; and it is unknown what age they may live to.
Alignment
Sirens love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, but can be equally as good as evil - and those who lean toward evil are more widely spoken of.
Size
Sirens range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 30 feet, and swim speed 40 feet.
Superior Darkvision
Accustomed to twilit ocean depths and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. This applies to underwater as well as on dry land.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Sirens don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages
You can speak, read and write Primordial, Aquan and two other languages of your choice. Aquan is fluid, with subtle intonations and intricate grammar. Aquan songs and poems are famous among other races, though few know of their true origin.
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