Satyr

Created by GabeGrimoire
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of parties. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.  

Born of the Wild

In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their animal-like horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.  

Embracing Life

Most satyrs believe that the other people of Brinversia are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of city-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page.    Though satyrs originate from the Feywild, many of the satyrs roaming Brinversia were born in these lands. And though this is the case, these satyrs still retain their magical connection to the Feywild.  

Satyr Names

A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.   Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi   Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon   Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes  

Satyr Traits

Your character has the following traits.  

Satyr

Ability Score Increase Cha +2; Any other +1
Size Medium
Speed 35 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Satyrs tend towards Chaotic and Good alignments.   Creature Type. You are a Fey.   Size. You are Medium (about 5-6 feet tall), and weigh about 120-190 pounds.   Speed. Your land Speed is 35 feet.   Languages. You can speak, read, and write Common and Sylvan (Sun).   Life Span. Satyrs mature and age at the same rate as humans.  


  Fey Ancestry. You have Advantage on Saving Throws you make to avoid or end the Charmed condition on yourself.   Horns. You can use your head and horns to make Unarmed Strikes. If you hit with them, you deal Bludgeoning or Piercing Damage equal to 1d4 + your Strength modifier, instead of the normal damage for an Unarmed Strike.   Mirthful Leaps. Whenever you make a Long Jump or High Jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a Standing Jump. This extra distance costs movement as normal.   Reveler. As a child of ancestors raised by a deity of revelry, you have Proficiency in the Performance and Persuasion skills, and you have Proficiency with one Musical Instrument of your choice.  

Heritages (aka your type of Horns)

A Satyr’s horns can vary in shape and size, with each different type determining which fey blessing a Satyr was born with; this determines a satyr's heritage. Choose one for your character.    

Graceful

Often slender and thin antler-like horns like those commonly found on deer, gazelles, jackalopes, or elk.   Nature Magic. You know one cantrip of your choice from the Druid Spell List. Starting at 5th level, you can cast the Suggestion spell with this trait, without requiring material components. Once you cast Suggestion with this trait, you can’t cast it again with it until you finish a Long Rest. You can also cast Suggestion using any Spell Slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your Spellcasting Ability for it (choose when you select this heritage).   Voice of Magic. You can use a Musical Instrument as an Arcane Focus to cast spells. Additionally, once per Long Rest, you can ignore the somatic or non-costly material component of a spell you cast with a verbal component.    

Hardy

Often tough and thick horns like those commonly found on rams, goats, dragons, or most bovine animals.   Powerful Build. You count as one Size larger when determining your Carrying Capacity and the weight you can push, drag, or lift.   Hard-Headed. You have Advantage on all Strength and Constitution Saving Throws.    

Bizarre

Often spiral or odd-looking horns like those commonly found on antelopes, jackson’s chameleons, or unicorns.   Mental Magic Resistance. You have Advantage on all Intelligence, Wisdom, and Charisma Saving Throws against spells and magical effects.