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Satyr

Satyr

ability score increase: Cha +2, +1 based on horn choice
age: The magical essence of the fey grants Satyrs a suitably long lifespan, reaching maturity by 20, and can live up to 200 years on average.
alignment: As creatures of the feywild Satyrs are beings bent towards a chaotic attitude, with no interest to branch into the questions of morality the Satyrs prefer neutrality.
Size: Medium
speed: 30ft
Languages: Common, Sylvan
race features:
Darkvision – Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.   Fey Creature – Satyrs are creatures with both the fey and humanoid subtype.   Laughing Mad – Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.  

Horn Selection

A Satyr's horn can determine not only its physical aspects but also the focus of its fey blessings.   Ram – +1 Constitution – These horns grant the satyr the ability to charge opponents with their horns. Whenever you would use the dash action move at least of 20 ft, you may make a bonus action attack with your horns, dealing 1d6 bludgeoning damage. If you have the charger feat and you charge with your horns, the damage of the horns increases to 1d12.   Mountain – +1 Strength – These horns grant the Satyr advantage on any saving throw that would cause forced movement. In addition, you gain a climb speed of 20ft .   Dragon – +1 Wisdom – These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight, Perception, and Persuasion.   Regal – +1 Intelligence – You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. In addition, you gain advantage on saving throws vs. spells of the same school of magic as the cantrip you chose.   Crown – +1 to any ability sore other than Charisma – Whenever you take the help action to provide aid to an ally, you may gain temporary hitpoints equal to 1d12 + your character level. You regain the use of this ability when you finish a short or long rest.   Antlers – +1 Wisdom – You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Whenever you spend Hit Dice during a short rest, you can heal your other allies for 1d6 additional hit points per die spent.   Fel – +1 Strength – You gain proficiency with martial weapons and proficiency in one exotic weapon.

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