Siren, Air (5e Race)
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The origin of Sirens is something of a mystery. Legends of man tell of winged women, known for their alluring songs which drive sailors to commit suicide by jumping to their deaths or ramming their ships onto the rocks of long lost islands. In reality Sirens are elegant and peaceful inhabitants of the Feywild - living on floating islands hidden high above the mirrordepths. Their songs blending with the winds, magically attracting anyone who hears them. A feeling of longing and pain - missing something long forgotten.
Sirens commonly appear as an amalgamation of a beautiful woman and some form of winged creature; typically, wings, a trait reminiscent of seafowl, but one used to deadly effect. There is nothing so terrifying as the sight of a siren soaring downward, snatching their entranced victims from the decks of their ships.
Sirens are long-lived, having lifespans documented as long as 300 years in some cases. In addition, sirens are fiercely intelligent, to the point that they are able to speak and comprehend most known languages. Given their lack of socialization, cryptozoologists theorize that their do not communicate with their tongues, but instead with their thoughts; that a siren's song is not a physical one, but instead a manifestation of their desire, projected across the ocean's waves as a form of magic.
Sirens are exclusively female. They procure mates in much the same way as they hunt: by entrancing the object of their desire and taking advantage of the hapless victim. A siren's mating dance is a long, drawn-out process; most victims do not live to tell of the tale, as the intelligence and viciousness of a Siren is comparable only with their cardinal sin of obsession. One documented survivor of a Siren abduction was recovered after forty-one days in captivity; half-drowned, unable to speak and all but catatonic, he passed shortly after his retrieval, as the shock of the Siren's death stopped his heart.
Sirens have very little contact with one another, preferring solitude and uncontested hunting grounds. When sirens do cross paths, they are almost inevitably drawn to fighting; whether this is due to a desire for food, or whether it is born of mutual jealousy, one will eventually overpower the other with their song. If the victim is not slain, they will instead be controlled, assuming a puppet-like disposition until they eventually waste away; additionally, their power will be drawn into the victor, increasing the power and range of her song.
In these instances, the controlling siren is referred to as a Queen. Rather than hunting men, Queens hunt their own kind, subverting them and expanding their territory. Queens are immensely powerful creatures, possessing the ability to manipulate the weather and shift sea currents; they are also psychic powerhouses in their own right, able to inflict compulsions on even the most resilient minds.
Flying creatures composed of females, each are masters of charm and beguilement.
Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
Age. Sirens have relatively long lifespans. They become physically mature at 20 but can live up to 300 years naturally.
Alignment. Most are generally kind and gracious in nature, making them tend to be good and lawfull, seldom straying towards chaos.
Size. Siren's vary in height and build, from just over 5 feet to just under 6. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Pluto's Gift. A Mark consisting of arched shapes depicting waves, feathers and eyes grace the upper back of every siren. As a action, you turn into an airborn form, your arms becoming powerful wings, and your feet turning into sharp talons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a flying speed of 40 feet. While in this form, you unable to cast any spells with the somatic component but can use your action to return to normal.
Call. Sirens are known for luring people and beguiling them. Whenever you make a Charisma (Performance) check to sing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. At 8th level your natural allure has matured, enabling you to enchant humanoids to to simple tasks for you. The target must succeed on a Charisma saving throw. The target automatically succedes when asked for any obviously harmful act. Once succeded the target can not be allured again.
Control air. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Charm Resistance. You have advantage against being charmed, being a skilled charmer yourself.
Languages. You can speak, read, and write Sylvan.
Random Height and Weight
|4′ 9″||+2d6||100 lb.||× (1d4) lb.|
*Height = base height + height modifier