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Merfolk: Siren in Dungeons & Dragons 5e

Homebrew

Merfolk: Siren

An ancient offshoot from the merfolk the sirens have adapted to live of that which the surface has to offer despite being largely water bound. Be it appearance, pheromones, or simply amazing insight they seem to be able to offer anyone or anything something they want, and then they make use of that. Sirens are known to lure people to them, and then drag them below the waves never to be seen again. There are tales that those taken become their rulers, or the next generation of sirens, though the bone tools they often use seem to argue against this notion.

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1. Commonly strength +1, intelligence +1, charisma +1
age:
Size: Medium
speed: 15 feet, swim 35
Languages: Any two languages. Commonly a version of merfolk and that of the people near the coast or sailor signs
parent race: Merfolk
race features:

Pretty Face. When a creature hits you with a critical hit or another hit that would benefit from rolling a specific number you can use your reaction to force the attacker to make a wisdom save against a DC equal to 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier, on a failure the hit counts as a regular hit, not a crit and doesn't benefit from any benefits of a crit or rolling a specific number. Creatures immune to the charmed condition are immune to this effect.
In addition when you roll a 1 on a check you can use your reaction to reroll the die. You can only use this on checks of either Intelligence, Wisdom, or Charisma, the same as the save DC is based on.

Alluring Nature. You are proficient in the animal handling and performance skills.

Undertow. You count as one size larger for the sake of grappling and have advantage on checks to maintain a grapple. In addition you don't have to spend extra movement to move a creature grappled by you if the creature is your size or smaller.


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