Half-Siren (5e Race)
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Children of Monsters, sailors will often not return, but occasionally a child will wash ashore , the only legacy of a lost voyage
Half sirens vary somewhat in size, but tend to take on close appearance of the race of their mortal sires.
Children of the Sea and sky, of lost sailors and unseen monsters, Half-sirens lack a history of their own, though some adventuring ship captains, dread pirates, and even great musicians of history have had siren blood in their veins.
As scattered as they are, Half-Sirens take on the traits and cultures of the places they are born, though they often find themselves filled with wanderlust, or illsatisfied with their lives, even if they find themselves in a stable life.
Half-Sirens ate often named by superstitious sea faring peoples and fishing villages, they are often named after sea legends or spirits, or according to the customs of these small places.
Half-Sirens are the children of Lost Seafarers and Monsters, and feel the blood of both as they find their paths.
Ability Score Increase. Your Dexterity score increases by 1. All Half-Sirens are nimble and lithe.
Age. Half-Sirens reach maturity in their mid teens, growing slightly faster than humans, and can live to 150 years.
Alignment. Half-Sirens feel the blood of their monsterous parentage inside them, and tend towards chaotic. Whether they are good or evil, they relish in taking life, for it is instinctual to half of them.
Size. Half-Sirens are slight, but tend to the same hight as humans
Speed. Your base walking speed is <30> feet.
Children of Temptation. Half-Sirens are immune to the charmed Condition, born of Tempting Monsters as they are
Lair Affinity. Whenever you make an Athletics (strength) check to climb or swim, you are considered proficient in the athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Kiss of Death. The hunger of the Sirens is strong in you. You can use your action to make a special bite attack. If the attack hits, it deals 2d8 necrotic damage, and you gain temporary hit points equal to half the damage dealt (rounded up). Once you make an attack this way, you can't use this trait again until you finish a long rest. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.
Languages. You can speak, read, and write Common.
Ability Score Increase. Your Strength increased by 2. Skyblood sirens are suited to existing on harsh cliffs and craigs.
Swift Blooded. Your base movement speed becomes 35 feet.
Natural Climber. You gain a climb speed of 35 feet
Ability Score Increase. Your Charisma increased by 2. Songblood sirens are alluring and charming by nature
Fierce Shriek. you can use your action to emit a awesome shreik. When you do, each creature in a 15 foot cone must make a saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d4 thunder damage on a failed save and is frightened until the beginning of your next turn. On a successful save, the creature takes half as much damage and is not frightened. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level.
After you use your fierce shriek, you can't use it again until you complete a long rest.
Natural Personality. You gain proficiency in the Persuasion skill.
Random Height and Weight
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*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.