Half-Siren in Aurora | World Anvil

Half-Siren

Half-Sirens are a unique and alluring race, born from the enchanting union of sirens and other humanoid creatures. They possess a mesmerizing beauty and an innate connection to both the sea and the sky. This race is divided into two intriguing variants: the Sea Variant and the Winged Variant, each with distinct traits reflecting their lineage.

Features & Traits


Ability Score Increase
Your Dexterity score increases by 2, and your Charisma score increases by 1.

Enthralling Voice
You have proficiency in the performance skill.

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.

Size
Half-Sirens are about the same size and build as humans. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Half-Siren Subraces


Half-Siren (Sea)


Siren Magic
You know the minor illusion cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Amphibious
Sea Variant Half-Sirens are equally at home in the water as on land, with the ability to breathe underwater and swim with remarkable agility. You gain a swimming speed of 30 feet.

Half-Siren (Sky)


Winged Limbs
The blood of your siren ancestors runs strong within you. While still having hands your arms resemble more like wings than proper arms. You gain a flying speed of 30 feet.

Sirens Scream
Your connection to your siren heritage allows you to unleash a disorienting scream. As an action, you can emit a Siren's Scream in a 30-foot cone. All creatures that can hear you within the cone must make a Constitution saving throw against 8 + your Charisma modifier + your proficiency bonus. On a failed save, they become deafened by your shrill voice for 1 minute 2d6 thunder damage.   At the end of each of their turns, they can make another Constitution saving throw to get their ears to stop ringing. Once a creature succeeds on this saving throw, they are immune to the Siren's Scream for 24 hours.   You can use this ability a number of times equal to your proficiency bonus before requiring a long rest to regain use of this feature.

https://www.dndbeyond.com/races/1495550-half-siren

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