Siren (5e Class)
History
An extremely rare race of all women, there can only be 6 sirens in existence at a time. Once one is killed another is born or grants their power to another they think is worthy. Their power also carries the pasts and memories of all the sirens who held it before the present one.
Society
Sirens are incredibly powerful warriors and charismatic leaders. It’s rare for them not to take lead of a group, often a military, and lead them to glory.
Siren Names
Sirens usually take vaguely Greek names, often related to angels or other mythological creatures.
Female: Lilith, Maya, Angel, Amara, Tyreen
Siren Traits
Powerful manipulators of space.
Ability Score Increase. Your Constitution score increases by 1, and your Dexterity 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 Leader. You have advantage on Charisma (Persuasion) checks to convince large groups of humanoids to follow you into battle.
Siren Strength. Your unarmed strikes deal 1d4+your Constitution modifier acid, lighting, fire, or necrotic damage.
Languages. You can speak, read, and write Common and one other language 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, Dexterity should be your highest ability score, followed by Constitution.
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: Dexterity, Charisma
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One martial ranged weapon of your choice
- (a) Priest’s Pack or (b) Scholar’s Pack
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Active Ability |
2nd | +2 | Archetype |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | Archetypes |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement, Archetypes |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Archetypes |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Archetypes |
Active Ability
At 1st level, you gain your first active ability: . All features listed as abilities must recharge (6) before another ability can be used.
Archetype
At 2nd level, you choose an archetype between the Firehawk, Monk, Angel, Tiger, or Parasite archetype, all detailed at the end of the class description. Your choice grants additional features at 6th, 12th, 16th, and 20th level.
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->
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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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