Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.
Description
Satyrs are raucous fey that resemble stout male humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure. This is slightly nerfed, as the average hp is normally 53.
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