Siren, Borderlands Variant (5e Race)

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Siren, Borderlands Variant[edit]

A siren is a mystical person with incredible powers, normally a female, who can change the form of reality; slipping between different dimensions, holding enemies in a pocket dimension, or even phasing through a lock or technology to get what they want.

Physical Description[edit]

Sirens all are distinguished from a normal human female by a set of tattoos which runs down one-half of their bodies. Their pale skin accentuates these tattoos, which are not able to be removed by any means, as part of their being. Their eyes have been described as piercing. When using their special powers, sirens sometimes experience a slight physiological change. For example, phase walking makes the siren look transparent with reams of energy running through their being. Normally, however, they are mistaken for normal human women.


Sirens are enigmatic entities born from a power that thrives off of human hosts and progress with succession upon parasitism. Upon receiving and activating their powers as a siren, a person will have half their bodies covered in the distinct tattoos as a telltale sign of their identity. These powers pass on in strength from previous sirens, guaranteeing a stronger brood with each host, though some sirens end up dying without being able to pass their powers on. They are believed to be native to the world due to their sustenance derived from a mineral called eridium, which occurs naturally off the crust of the world. However, overconsumption can increase their powers with detrimental side effects.


Sirens do not have an extensive society due to their low numbers. This is attributed to the lack of apt hosts for their powers. They, therefore, organize in small schools, where a siren will take a host of students or apprentices to train and become their successor. These apprentices are usually human, meaning sirens existence depends on that of humans as well as eridium. They are aware of the powers of humans despite their relative superiority derived from reality-altering powers. Many sirens are solitary and will track humans and manipulate them to achieve their own ends of survival.

Siren Names[edit]

Since most sirens are female, not a lot of male names are in use in this race. Their names generally are very human.

Male: Troy

Female: Lilith, Maya, Ava, Tyreen, Amara, Angel, Nyriad, Steele

Siren Traits[edit]

A wonderful specimen of what the mind can do to a person.
Ability Score Increase. Your Charisma and Wisdom scores each increase by 1.
Age. Sirens mature at age 18 and live until they are about 100.
Alignment. Sirens are all over the place, some good, some evil, some following the rules and some breaking them with a sledgehammer. It really doesn't matter what you pick.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose from one of the following: phasewalker, phaselocker, phaseshifter, phasetrancer, phaseleecher


As implied by the name, sirens of this type are able to manipulate matter to make themselves scarce. It is like they can pass through the fabric of space itself.

Ability Score Increase. Your Dexterity score increases by 1.
Phasewalk. You can manipulate space in a slight manner to damage those around you. As an action, you momentarily dip out of space, making a small explosion up damage radiating 5 feet from your original position. Creatures in this area must attempt a Constitution saving throw (DC= 8 + your {Charisma modifier + your proficiency bonus). They take 2d8 force damage on a failed save, and half as much damage on a successful one. You then reappear as though you teleported, within 20 feet of your original position, in an unoccupied space that you can see. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your phasewalk, you can't use it again until you complete a short or long rest. This trait does not trigger opportunity attacks.
Phasing Form. As a bonus action, you can have light pass through your body for a temporary period, rendering you invisible. You remain invisible for 1 minute, or until you dispel this effect with another bonus action. After you use this trait, you can't use it again until you complete a short or long rest
Fleet Phaser. Your walking speed increases to 35 feet.


Lockers have the unique abilities to trap beings, making them excellent for detaining and maneuvering.

Ability Score Increase. Your Charisma score increases by 1.
Phaselock. As an action, you can attempt to enclose a Medium creature that you can see within a cube of 5 feet that only you can see. The creature takes 1d8 psychic damage must succeed a Strength saving throw (DC= 8 + your {Charisma modifier + your proficiency bonus) or have their speed reduced to 0 until the end of their next turn. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. After you use this trait, you can't use it again until you complete a short or long rest.
Trapper's Resistance. You have advantage on saving throws against spells and other magical effects.


Unlike walkers, phaseshifters don't do much fancy things like dipping out of their plane. They focus on materials that can be messed with instead.

Ability Score Increase. Your Intelligence score increases by 1.
Phaseshift. As an action, you may tap into the circuitry of any electronics within 60 feet of you and disable it for 1 minute. After you use this trait, you can't use it again until you complete a short or long rest.
No Bars. You are adept at slipping past defenses. You have advantage on Dexterity (sleight of hand) checks to pick locks. You also are proficient with thieves and hackers tools[1].
Sensory Static. Your mind is shielded by a fuzzy signal, making you hard to read. You have advantage on ability checks and saving throws against attempts to read or influence your mind.


Trancers can channel energy to make physical forms. It is a feat similar to that of the psychic power, telekinesis. Trancers are also markedly better built physically than their cousins.

Ability Score Increase. Your Strength score increases by 1.
Phasetrance. You can cast the mage hand cantrip without components. When you cast the cantrip through this trait, it is considered nonmagical. In addition to its usual functions, you can use this hand to make unarmed strikes.
Hale and Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


True to their name, leechers rely on their powers to literally phase the life force of other creatures and absorb it.

Ability Score Increase. Your Constitution score increases by 1.
Phaseleech. As an action, you may touch a creature within range, rolling an attack roll as if you were making an unarmed strike. On a hit, the target takes 1d8 necrotic damage. You gain hit points equal to the amount of damage, but you cannot regain hit points over your hit point maximum. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. After you use this trait, you can't use it again until you complete a long rest.
Reserves of Life. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Random Height and Weight[edit]

5′ 0″ +1d8 100 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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