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Satyr

Satyrs, also known as fauns or the Free Folk, were fey creatures that delighted in singing, dancing, feasting, and debauchery.  

Description

Satyrs looked like humanoids of stout build, with fur-covered lower bodies and legs and cloven hooves similar to those of a goat. Similarly, goat-like horns topped their heads; these came in a variety of shapes and sizes, from small nubs to big curling ones akin to a ram. Males were typically seen with facial hair.   Satyrs were well known for being curious and incredibly hedonistic. They were willing to go to any length to achieve their desires, giving little thought to the results of their actions, and often roped other creatures into participating in debauchery.

A satyr dancer

Society

Due to their hedonistic nature, satyrs were known to frequently join in the celebration of holidays regardless of what they were for.   Satyrs in elven woods were known to believe that it was lucky to see a dragon when it was raining.

Combat

When facing a foe, satyrs were typically known to fight with either a shortsword or shortbow. Their most notable weapon was a set of pan pipes that induced a variety of magical effects on their enemies, including charming, frightening, and lulling them to sleep. Other satyrs were immune to the effects of these pipes.   When weapons were not available in close quarters situations they often would simply ram their opponents with their heads

Religion

Satyr were often in service of Archfey, especially Jant Jest-Maker. Of the major deities, they were frequently found in the service of Cóisir.

Relations

Satyrs were often known to serve unicorns whenever one dwelled within their forest.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 35 feet.
  • Creature Type. You are a Fey.
  • Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Magic Resistance. You have advantage on saving throws against spells.
  • Mirthful Leaps. Whenever you make a long jump or a 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 usual.
  • Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
  • Languages. You can speak, read, and write Common and Sylvan.