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 Humans are constantly evolving and known to be intuitive and adventurous, constantly seeking out danger, though it is highly uncommon. This nature has led some humans to procreate with Sirens, though few have lived to tell the tale. Half-Sirens usually inherit traits from both parents, though their siren traits are more predominant.
To humans, half-sirens appear as eldritch sea-dwelling creatures, and to sirens, they're nothing but a familiar-looking human. In height, they are unnaturally tall and lithe, tending to be on average 4-7 feet tall, and from 100-180 pounds with men only slightly heavier than women. It is rare that Half-Siren men grow facial hair, but those that do only do so to hide their siren heritage. Half-Siren coloration and features lie somewhere between their human and Siren parents and thus show a variety even more pronounced than that found among either race. Sirens have eye colors that range from bright blue to a deep red, most Half-Sirens have eyes from their Siren parent, their ears are slightly pointed with a gill-like appearance.
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 unsatisfied with their lives, even if they find themselves in a stable life they are still drawn to the deep blue sea.
Half-Sirens are rarely born amongst humans and tend to have little to no parental care from their siren parent, though because sirens tend to speak a variety of languages and hear many things amongst the shore, the names are a diverse combination of multiples titles originating from Draconic to Orc. Sirens live in clans that are usually dubbed by sailors who notice their presence. Surnames though are a combination of Aquan and Primordial. Nicknames tend to also be Aquan and Primordial, First names, for half-sirens, are usually human. The following list includes common Siren and Human names, as well as combinations of both.
Male: Brinor, Malark, Zashar, Trinor, Frath, Lander
Female: Silifrey, Westra, Kethra, Selise
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 monstrous parentage inside them and tend towards chaos. Whether they are good or evil, they relish in taking life, for it is instinctual to half of them. most sirens are chaotic evil alignment, serving the cruel sea goddess Umberlee, however, though Half-Sirens rarely don't have a chaotic alignment, they aren't usually evil. Tending to forge their own path in the world, not wanting to serve their clan, a diety, or ridiculous human laws. However they are still not immune to siren-like nature
Size. Half-Sirens are slight but tend to the same height as humans, Half-sirens on the taller side can be anywhere from 6-7 feet
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, Aquan/primordial, and one non-secret language of your choice
Ability Score Increase. Your Constitution increased by 2. Seablood siren's bodies are hardier.
Hold Breath. You can hold your breath for up to 15 minutes at a time, if your constitution score increases, the number of minutes increases equal to your level.
Sea Swindler. when speaking to sea monsters in Aquan or primordial, you have advantage on deception and persuasion checks involving that creature
Ocean trekker. your swimming speed is equal to your walking speed, if your walking speed changes, so does your swimming speed.
Ocean's best mate. starting at 6th level, you obtain the spell control water you can cast this spell once per long rest
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
Peek Dweller. at high altitudes where most humans and other races get altitude sickness, you can continue on promptly. reaching hights up to 10,000 feet without issue.
Feathery foe. starting at 2nd level you begin to have feathers sprout out of your skin, at 8th level these will cover your legs completely.
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 harrowing shriek. 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.
Madness of Sound. starting at 3rd level, you can cast the thaumaturgy cantrip, you can cast this spell once per short or long rest.
Random Height and Weight
|4"10 ft′ 58 in″||+2d10||120 lb.||× ((2d4) lb; in practice, this is multiplied by the height modifier) lb.|
*Height = base height + height modifier
When creating a <Half Siren> 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.
|1||I look down upon those who don't value the ocean, and see it's beauty|
|2||I am cocky and pretentious, especially when I'm on familiar ground|
|3||I'm quick to run or offer a haphazard solution in serious conflict|
|4||I always want to know how things and people work, and what makes them tick|
|5||I beleive words and actions are of equal value|
|6||I fall in and out of love very easilly, always pursuing, always yearning|
|7||I never pass up a friendly wager|
|8||I stretch the truth in order to tell good stories|
|1||Hunger, I am constantly yearning, knowledge, secrets, song, human flesh, you name it|
|2||Charisma, there is no way to make my way through life without a bit of wooing and lies|
|3||Coincidence, coincidences are common, I don't believe in signs from deitys|
|4||Time, Past, Present, Future, all the same I can only really change one so whats the use in worrying?|
|5||Culture, I adore traveling from village to village, humans are very fascinating>|
|6||Home, The ocean is my home and I will do anything to protect it and the creatures that dwell there, anyone who hurts it might as well be swimming with the fishes|