Mythical Siren (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Is this meant to be a race, a class, or a combination of the two? Either way, it's practically bare of both mechanics and flavor.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

History[edit]

An extremely rare race of all women, these beings are often recluse, causing them to not do well in crowds unless they are trying to manipulate them due to their psychic abilities.

Society[edit]

Sirens are incredibly powerful warriors and charismatic beings, often rather recluse and not found in the company of others.

Siren Names[edit]

Sirens usually take vaguely Greek names, often related to angels or other mythological creatures.


Siren Traits[edit]

Powerful manipulators of the mind.
Ability Score Increase. Your Wisdom score increases by 1, and your Charisma increases by 2.
Age. Depends on original race
Alignment. While each siren is unique, they tend towards Chaotic Good.
Size. Depends on original race
Speed. 30 feet
Multi-Species. The following traits, as well as the above ability scores, take the place of your original race’s, save for retaining your original race’s darkvision if applicable.
Charismatic Creature. You have advantage on Charisma (Persuasion) checks to convince large groups of humanoids to follow you into battle.
Siren Strength. You can cast a psychic blast at an enemy that deals 1d4+your spellcasting modifier for this attack you must make a ranged spell attack.
Water Being. At 2nd Level: Due to feeling at home in the water, you are able to not only breath underwater, but also capable of swimming at a speed of 40 feet.
Natural Protector. Due to how much time you spend in nature and around animals you automatically gain proficiency in animal handling and are capable of communicating with animals telepathically.
Psychic manipulation. Due to your inherent psychic abilities, you are able to telepathically speak to anyone you can see within 120 feet. If a creature does not know any languages they cannot understand or if their intelligence is below 8.
Languages. You can speak, read, and write Common and two other languages of your choice, typically that of your birth race.

Random Height and Weight[edit]

When determining the random height and weight of a Siren, use the tables provided in their base race’s respective page.


Siren[edit]

<!-Introduction Leader->[edit]

Creating a Siren[edit]


Quick Build

You can make a Siren quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom.

Class Features

As a Siren you gain the following class features.

Hit Points

Hit Dice: 1d8 per Siren level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Siren level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Ranged Weapons.
Tools:
Saving Throws: Charisma, Wisdom
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One martial ranged weapon of your choice or (b) One simple weapon of your choice.
  • (a) Priest’s Pack or (b) Scholar’s Pack

Table: The Siren

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Active Ability
2nd +2 Archetype
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3 Archetypes
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement, Archetypes
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement, Archetypes
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Archetypes

Active Ability[edit]

At 1st level, you gain your first active ability. Psychic Manipulator You are capable of using your psychic prowess to enhance your speech, when trying to persuade, intimidate, or decieve a person or creature, you are able to roll a 1d6 and add the rolled amount to your roll in an attempt to make it succeed, you are only able to do this as many time equal to your current Siren level+ your Charisma modifier per long rest.

Passive Ability[edit]

At 2nd level, you unlock your first passive ability: Understanding: your passive insight is automatically enhanced by +2 whenever the check is made, due to your psychic awareness, it is extremely hard to decide you.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Archetypes[edit]

Siren 1[edit]

Feature[edit]

At 2nd level,

Feature[edit]

At 6th level,

Feature[edit]

At 12th level,

Feature[edit]

At 16th level,

Feature[edit]

At 20th level,

Siren 2[edit]

Feature[edit]

At 2nd level,

Feature[edit]

At 6th level,

Feature[edit]

At 12th level,

Feature[edit]

At 16th level,

Feature[edit]

At 20th level,

Siren 3[edit]

Feature[edit]

At 2nd level,

Feature[edit]

At 6th level,

Feature[edit]

At 12th level,

Feature[edit]

At 16th level,

Feature[edit]

At 20th level,

Siren 4[edit]

Feature[edit]

At 2nd level,

Feature[edit]

At 6th level,

Feature[edit]

At 12th level,

Feature[edit]

At 16th level,

Feature[edit]

At 20th level,

Siren 5[edit]

Feature[edit]

At 2nd level,

Feature[edit]

At 6th level,

Feature[edit]

At 12th level,

Feature[edit]

At 16th level,

Feature[edit]

At 20th level,

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: