Water Elemental Siren Race
This is a homebrew that I’ve created in conjuction with my DM, but haven’t tested yet. I’m planning to test it on a full campaign, but I’d really appreciate feedback before that too.
This was made with Homebrewery
Summary of Features
- Body is a fluid, which has some features, like changing form
- Has to be submerged in non-magical water for at least 1h each day
- High speed in water
- Modified Water Form feature taken from the Water Elemental Monster.
- Moving leaves some water behind, which is bad for sneaking
- Innate charm skill (because I wanted to make it a siren, but then changed my mind a little)
- My backstory is that this creature grew up in the woods and used to bathe in a Nymph’s waters, absorving a little bit of it in it’s water body. However, the charming effects I’ll describe later are nowhere near as powerful.
- Loses speed when hit by cold damage
- It’s a Fey
Appereance (Role Play Only)
Water aspect body
Your body looks like water (green river-like, ocean blue, you pick)
Fluid Body
This makes you capable of changing your form, but retains the same size as you had before and you still appear as a water being, just aestheticaly different. Cannot be used to pass through objects or walls.
You could say in this case that a creature of this race really is gender fluid.
Change flavor of the water along with emotions
Your body can change the flavor of the water within it. It’s just for roleplay, but it can be used to alert someone that knows what each flavor means. Check the table in the end for more.
Walking leaves a trail of water behind
Imagine like each step leaves the surface wet or a small puddle of water behind.
Portrait
Water Person
Race Basics
- According to TCoE, you can put +2 points in whaterver ability score and then +1 in another one.
- Medium Size
- Ground Speed is 30 ft
- Darkvision
- Language granted: Aquan (water elemental’s primordial language)
- You don’t need rations to survive, but you need waterskins
- 6L of water per day = 3 waterskins
Race Pros
Swimming speed is 40 ft
I imagine that a water elemental wouldn’t need much effort to move through the waters, but in my imagination they should remain visible to the naked eye. Otherwise I think it would be too overpowered.
Fey Ancestry
You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. Taken from Half-Elfs.
Darkvision
You can see in dim light within 60 ft as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Blue.
Amphibious
Can breath while in water and in air.
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PART 1 | Water Elemental Siren
Race Cons
Freezing Problems
Receiving cold damage freezes parts of it’s body, reducing the speed by 20 ft until the end of your next turn.
- It is a feature adapted from Water Elementals
Freeze
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn
Vulnerable to Cold Damage
Since your body is made out of water, receiving cold damage is really torublesome, as it freezes you, causing that part of your body to detach from your control or be unusable until unfrozen.
Water Dependent
Since your body is made of water, you need to replenish your energies in it. I took the same feature that Grungs have.
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Water Trails
You leave some trails of wet floor or small water puddles where your feet was last placed when you walk. Other people may notice this, so you have disadvantage while sneaking and moving.
You Can be Drank
Yeah, that’s right. People and monsters can drink your body’s water out of you. However, I’ve come up with some rules for that:
When you are GRAPPLED or in another circumstance where it would make sense, a creature can spend their action to drink you. The “bigger” the creature trying to drink you is, the less time it takes, but your characteristics also matter here.
- NRD = Number of Rounds until Death
Round that number up and it can never be less than 1 round, to prevent instant kill. The CON mod here is to simulate a creature’s might. It needs some stomach to drink you whole.
If a creature’s CON mod is lower than yours, it simply CANNOT drink you.
An example is as follows: Imagine you have a CON modifier of +3, and the enemy is a Troll that has +5 Con mod. It would take him (3x3)-(5) = 9 - 5 = 4 turns to drink you entirely.
There’s a catch though. Altough you might escape the drinking process, the water never comes back (unlike the air comes back in the suffocation effect). This means that you’ll take damage whenever you’re being drank:
- LB = Life at the Beginning –> The life you have at the start of the drinking process
- NRD = Number of Rounds until Death
- RBD = Rounds Being Drunk –> The number of rounds that have passed since the beggining of the drinking process.
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Water Elemental Siren
Race Innate Spells
Water Form (Modified)
- 3rd-level transmutation*
- Casting Time:
- 1 action
You become a puddle of water, reducing you size and granting some perks.
- Your size is Tiny
- Movement speed in the ground is reduced to 10 ft
- Equipped items do not turn into water with you, so someone else needs to pick the up.
- Grants advantage in stealth checks while keeping still
- Still leaves water behind when moving, so no sneaking advantage there
- Can pass through spaces of at least 1 inch wide without squeezing (feature taken from water elementals).
Mesmerizing Sight
5th-level illusion
- Casting Time:
- 1 action
- Range:
- Sight
- Duration:
- 1h or when actively dispelled
- Uses
- 1 time per long rest
Choose a humanoid creature you can see and try to charm it. If the target isn’t blind nor blindfolded, they must make a wisdom saving throw or be charmed.
If the target fails, it becomes fascinated by your very existance and your enchanting presence, considering you as a rare being that needs to be protected and heeded. However, they are not under your command, but takes requests in the most favorable way they can. The target can re-roll the saving throw if they have taken damage from you or one of your allies or if a companion spends their action trying to wake them from the trance. After being affected by this spell, the target is immune to it for 24h.
In the 8th level, you can use it once more per long rest.
Extras
Flavors and Humor Table
Flavor | Meaning |
---|---|
Green Tea | Neutral |
Lemon | Envy |
No Taste | Boredom |
Bittersweet | Confusion, untrust |
Rusty | Fear |
Honey | Hapiness |
Mint | Sadness |
Spicy | Anger or passion |
Very Spicy | Rage or love |
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Water Elemental Siren