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 OC

Water Person

Dartmal

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 = (CON Mod x 3) - (Enemy CON Mod)

  • 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:

Remaining Life = LB * (1 - NRD/RBD)

  • 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.

DC = 8 + Proficiency + Charisma Modifier

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