Saltwillow Races: The Siren

by adriennsaltwillow

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The Siren

Entrancing whispers dance across the ocean breeze, echoes of an ancient song that bewitches even the most resolute of minds. A large feather drifts past on the wind, bringing with it the scent of citrus. This is siren territory.

Lithe and Nimble

Often thin and long-limbed, sirens are known for their dainty upper bodies. However, their legs end in sharp talons capable of slicing through the toughest of metals. Though sirens range from 5 to 6 feet tall, their hollow bones and lithe frames result in them weighing significantly less than a human.

Sirens share their range of skin tones with humans and certain elves, with some having greenish tinges or golden undertones depending on their Elven ancestors. Their hair and feather colours span all hues, often depending on where they hail from.

Wisdom of Ages, Vigor of Youth

Sirens can live up to around 300, though elder sirens often migrate to the holy land of their race to live out the end of their days being cared for by the clergy.

Though long-lived and wise, adult and elder sirens still carry the humour and fervor of their younger days. They are mischievous, playful, and spry, and remain so to the end of their lives.

Often shunned for their monstrous heritage, siren clans keep to themselves in small, often nomadic villages in remote places. They maintain friendly relations with neighbouring cities for trade purposes, but mostly avoid appearing in the general public due to not wanting to cause unrest.

Homes and Villages

Due to the prejudice of many races, sirens seek seclusion in their homes and communities. They often build their homes among other sirens, mountain ranges and valleys being their preference.

Mostly self-sufficient, sirens farm their own food, raise their own animals, and carve and smith weapons from mined material in their mountainous homes. If needed, they gather their materials and trade with the closest big city for rare delicacies such as silks, spices, and armor.

Due to their heritage, sirens are born with an innate magic ability, and are often coached in traditional practices by the elders and clergymen of their village. In rare occasions, a siren with extensive magical ability will be sent away to a magic school to hone their abilities.

Siren Names

Sirens are named by their parents at birth, just like humans. They often resemble Elven names, with some differences due to the development of the languange into Siren.

Family names are translated from Siren to Common, and are very much related to nature, the sky, the wind, and the place the siren inhabits.

Male Names: Landroval, Norin, Gwilith, Deseanor, Pheleano, Feanarge, Nieven, Berylis

Female Names: Ionaria, Lyphea, Eredil, Veriane, Lyna, Avya, Xelete, Phynia

Family Names: Steamsails, Songfern, Edenbow, Skythorn, Freewell, Mirrorlily, Horngills

Seafaring Wanderlust

Sirens often take up adventuring to find others to explore the sea with. The obession with the water is carved deep upon their souls, as is the drive to excavate every inch. They often take up careers as Sailors, Pirates or Smugglers, as the Navy is too strict for their anarchic personalities.

Passionate but Prudent

Although often welcoming and kind, the grudges held against the sirens for years have caused them to become wary of strangers, and will often pretend to trust a lot faster then they actually do.

Elves. "Though we may share some blood, they reject us at nearly every turn. They see us as abominations."

Dwarves. "A hearty and strong-willed people, we share a passion for the mountains. Their stubbornness is both admirable and an inconvenience."

Humans. "Some of the easiest to get along with, but also some of the hardest. Their stubbornness rivals that of the dwarves due to their haste to make the most of their short lives."

Halflings. "A kind people, a personal favourite among the Sirens due to their accepting and playful nature."

Siren Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. Sirens reach physical maturity at the same rate as humans, but can live to around 300 years old. After around age 170, siren ears turn from their simple points into feathered appendages.

Alignment. Due to their monstrous heritage and flighty nature, sirens tend to follow the excitement, leaning into the chaotic nature of their ancestors.

Size. Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to the dark caves of the mountainous regions of many siren villages, you have superior vision in dark and dim conditions. 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.

Talons. The talons on your feet and hands are natural weapons, 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.

Flight. You have a flying speed of 35 feet. You can’t use your flying speed while you wear medium or heavy armor. Due to your wings being connected to your arms, you have disadvantage on melee attacks while in flight.

Muddled Ancestry. Your fey and monstrous heritage cause an interesting reaction. You are immune to being charmed, but magic can still put you to sleep. Despite being considered Fey as well as Humanoid, you do need sleep, and cannot Trance.

Siren's Song. The siren's song is ancient, enticing and well known among your people. You can cast the Charm Person spell at 1st level without expending a spell slot. Once you use this trait, you can't use it again until you finish a Long Rest.

Languages. You can speak, read, and write Common, Elvish, and Siren.

Siren Variants

Similar to other races, ancestral traits have an effect on the presentation and abilities of the Siren. In the Siren's case, this is more greatly affected by the origins of their Elven ancestors as opposed to their Harpy ancestors. Some of these presentations include the following.

Flying Fish Siren (Sea Elf Blood)

Your Elven ancestor was a Sea Elf, the Aquatic brethren of the Elves. Due to the intermingling, you take on an appearance similar to a flying fish, with two sets of fin-like wings, one pair connected to your arms and the others on your calves. These wings are made for breaching and gliding as opposed to flying. You may have grown up underwater with others of your kind, or live on land near a coast. The songs of these sirens are akin to that of creatures of the deep, consisting of low warbles and eerie cries. Even though you carry an Aquatic bloodline, you suffer no consequences while on land.

Ability Score Increase. Your Wisdom score increases by 1.

Underwater Alertness. Your knowledge of underwater predators has made you wary of your surroundings. You add your proficiency bonus to Perception checks made underwater.

Flying Fish. Due to your fin-wings, you are a master of underwater travel. You have a swim speed of 40. This replaces the Flight trait. Despite using your wings to help you swim, you do not have Disadvantage against melee attacks while underwater.

Breath of the Sea. Your aquatic blood has given you the ability to breathe underwater.

Ice Siren (Snow Elf Blood)

Your Elven ancestor was a Snow Elf, those who live in the most frigid parts of the land. The ancestral adaptation to the freezing temperatures has manifested itself in a resilience found in other creatures who survive in the frozen wastelands. Your wings are adorned with large, fluffy feathers, similar to that of an owl, that offer warmth and protection against the frigid air and temperamental weather. Unlike the soft, soothing songs of the coastal Sirens, the Siren song of the Ice Sirens sounds similar to the howling winds that whip through the tundras.

Ability Score Increase. Your Constitution score increases by 1.

White Sight. When encountering a snowstorm, blizzard, or hailstorm that obstructs sight, your well trained eyes snap to attention. You ignore all disadvantages on Perception caused by extreme weather conditions.

Down Coat. Your thick cloak of feathers have given you resistance to cold damage and immunity to Extreme Cold.

Treetop Siren (Wood Elf Blood)

Your Elven ancestor was a Wood Elf, dwellers of the forest and friends of the woodland flora. Similar to that of a Great Grey Owl or the Great Potoo, your wings bear a striking resemblance to the bark of many trees. These wings can be used to cover ones self, creating a convincing camouflage within the borders of the many forests across the realms. The Treetop Siren songs are airy and light, consisting of trills and chirps that go almost unnoticed among the other birds of the forest.

Ability Score Increase. Your Dexterity score increases by 1.

Tree Hopper. Used to hopping between the high branches of your home, your jump distance is doubled.

Cloak of the Trees. You cover yourself with your wings, blending into your surroundings with ease. You can attempt to hide even when you are only lightly obscured by foliage, trees, and other flora.

Shadow Siren (Dark Elf Blood)

A bastardization of life in the form of a humanoid, the Shadow Sirens were born of an unfathomable collaboration between Lolth and The Raven Queen. Resembling corvids, with their oil-slicked feathers and haunting cries, you make your home in the shadows of the darkest caves. The song of the Shadow Sirens is bone-chilling, and was often noted as a harbringer of death.

Ability Score Increase. Your Intelligence score increases by 1.

Improved Darkvision. You hunt mostly at night, or in the deepest reaches of caves. Your darkvision has a range of 120 feet, instead of 60.

Shadow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Cause Fear spell at 1st level once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Race by adriennsaltwillow/Cheri_Cheesecake

Artwork by me! Special thanks to my best friend, the Chaotic Good Cleric BFF that everyone needs.

 

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