Siren
  1. Races

Siren

High Folk
General Description
Sirens are the offspring of an Elf and a Merfolk. Considering the close proximity of the two races and both of them being generally quite attractive in appearance, it was seemingly inevitable that something would be produced. A Siren generally has a mixed skin tone, hair colour and eye colour halfway between skin tone of both parents, but retain the ear fins, gills, aquatic form and general biology of their Merfolk parent. Their faces are almost painfully beautiful thanks to their combination of Elven and Merfolk genes, with females being phenomenally attractive and males being effeminate or somewhat androgynous in appearance. 
 
Siren Song
The defining trait of the Sirens is the ability to hypnotise individuals with their voice. This is due to an unexpected reaction to the Merfolk's already notable singing ability and the Elves’ natural magical ability, which causes their voice to not only sound unlike anything else on Oerth but also have potent magical properties. Their singing is such that it will often focus much if not all attention in the near vicinity towards them, and possibly put the listener into a state of trance where they become highly suggestible. However, the hypnotic trance only works if the individual is attracted to the gender of the one singing. The singing of a Siren is noted to be one of the most beautiful sounds imaginable. 
 
Flawed
While the singing ability of Sirens is very powerful, the fusion of some rather unhelpful genetics doesn't help them otherwise. While they retain the Merfolk's aquatic transformation they are nowhere near as fast in the water, their eyes not glowing means they're also less adapted to seeing under the surface, and they tend towards being generally far more frail and weak than either parent race. Their unusual bodily structure, especially, trying to combine the physical strength of the Merfolk with the natural dexterity of the Elves, ends up creating a bone structure that can be susceptible to breakage and muscle that rapidly wears itself out. Even the most noted member of the race, the self-proclaimed “Queen in Exile” of Tír Selene Quinnlee, walks with a cane despite still only being a young adult. As such, should one finds themselves as an adventurer or in combat they will tend to be in a support role where they will not be on the front lines. 

Character Creation Stat Block

+2 Cha, +1 Dex, -1 Str, -2 Con

Default Languages: Aquan, Common, Elven (Imperial/Betin/Tiran dialects) 

Child of the Water: You have a swim speed of 30ft, are capable of breathing both in air and underwater and can transform your legs into a fish tail when in water. 

Darkvision: 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.

Fae Ancestry: You get a Saving Throw against being Charmed and are immune to being rendered Asleep by magical means. 

Water Dependent: You cannot stay away from the water for too long. If you are more than 100ft away from a source of water for more than a day, you take 5 damage every hour until you fall unconscious. If you remain unconscious in this state for six days, you will die. You can be stabilised if you are submerged in water. 

Meraguin Weapon Training: You have   proficiency with the War Spear, Trident, Mer grapple, and net.

Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed.

Ocean Within: You have vulnerability to Lightning and Cold damage. 

Vibration Sensitivity: Your actions are unaffected by being Deafened or Blinded, though the conditions still apply.

Siren Song: The odd combination of genetics from both of your parents have given you a unique ability. Twice per long rest, you can begin to sing a beautiful, otherworldly melody. Every sapient creature within 100 feet of you that can hear the song must succeed on a DC 15 Wis saving throw or be Charmed until the song ends. You must use a bonus action on subsequent turns to continue singing. You can stop singing at any time. The song ends if you become incapacitated. While Charmed, a target is Incapacitated and ignores the songs of other Sirens. A Charmed target that is more than 5 feet away from you must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of you. The Charmed creature doesn’t manuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than you. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to your song for 24 hours. This ability only works if the listener is attracted to your gender. 

Beautiful Voice: Whenever you make a Perform (Sing) check, you are considered proficient in the Perform (Sing) skill and add double your Proficiency Bonus to the check.

Flawed: Your unique genetic traits come at a dear price as some of your parents' abilities contradict each other and result in you being physically weaker. Your injuries take longer to naturally recover and you subtract 1 from your HP roll each time you level up.