Mythical Siren (5e Class)

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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 When the flavor has been changed so that this template is no longer applicable please remove this template.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.
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History

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

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

Siren Names

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


Siren Traits

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

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


Siren


<!-Introduction Leader->


Creating a Siren


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

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

Active Ability

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

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

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->

<!-Class feature game rule information->


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Multiclassing


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:

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gollark: Or, to avoid any weird brain weirdness, a dual-core computer or something, which we know are designed to deterministic.
gollark: Assuming no weirdness, if you run a highly advanced physics simulator on a Turing machine and load in a brain, said brain will "multitask".
gollark: Multitasking isn't relevant to what it can compute.
gollark: i.e. not really, but close enough that it can do the same stuff.
gollark: A TM can multitask just like a single-core computer can.
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