Siren, Borderlands Variant (5e Race)
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Siren, Borderlands Variant
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.
|A phasewalking siren|
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.
Since most sirens are female, not a lot of male names are in use in this race. Their names generally are very human.
Female: Lilith, Maya, Ava, Tyreen, Amara, Angel, Nyriad, Steele
Siren. 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. Phasewalker, Phaselocker, Phaseshifter, Phasetrancer, Phaseleecher
Ability Score Increase. You Dexterity score increases by 1.
Phasewalk. You slip into another dimension, making a small explosion that does 1d8 force damage to anything 5 feet away from you. For the duration of 1d4 turns you are out of phase with the rest of reality, allowing yourself to move around and not get hit with anything, but not being able to hit anything yourself, but your movement speed is doubled within this form. After the 1d4 turns, you end your phase walk unless you wish to end it voluntarily. This ability does not mean that you can move through solid objects like walls, boulders or doors, but it does make you nearly invisible.
Ability Score Increase. Your Charisma score increases by 1.
Phaselock. At first level, you can use an action to pull an enemy into a blue bubble for 1d4 turns, forcing the target to make a Strength saving throw equal to 10 plus your Charisma score. On a failure, they are trapped, earning 1d8 psychic damage for every turn it's trapped. In the bubble of energy, the creature is counted as incapacitated. You can use this ability once every long rest.
Ability Score Increase. Your Intelligence score increases by 1.
Phaseshift. When you use this ability, at 1st level, for an action, you can phase into any kind of lock and unlock it, once per long rest. At 3rd level, you are able to tap into guns or crossbows themselves once per two long rests, causing them to fail for 1 turn after the initial use of the weapon.
Ability Score Increase. Your Strength score increases by 1.
Phasetrance. You gain the ability to manifest transparent parts of the human form which the Siren can use to affect the world around her. As a result, for an action, you are able to cast mage hand as a cantrip. Along with that, once per long rest, you can use this ability to cast mage hand that does 1d4 bludgeoning damage to 1 enemy for every turn allowed in the duration.
Ability Score Increase. Your Constitution score increases by 1.
Phaseleech. You are able to suck the life-force from any living creature as an action, as if casting a spell with a range of touch. At 1st level you can leech the life of any creature for 1d8 necrotic damage and heal yourself that amount. You can use this ability once every long rest.
Random Height and Weight
|5′ 0″||+1d8||100 lb.||× (1d4) lb.|
*Height = base height + height modifier