Homebrew Forest Satyr Species Details

Satyr are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in forgotten meadows glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Satyr love nature and magic, art and artistry, music and poetry, and the good things of the world.

Hoof and Horn

With their earthly and rugged features, Satyr appear to be mostly the same as humans from the waist up. From the waste down, they have the legs and hooves of a goat, these allow them to make jumps other races wouldn't, and climb near vertical cliff sides with relative ease. Adorning their head are goat horns. These horns never stop growing throughout their life time, and will grow back if shorn off. In youth their horns barely stick through a Saytrs' thick hair, but in old age, they can be quite large. Different bloodlines are known to have different horns (i.e. straight and long, dense and curled, curved, etc.) Satyr are slightly shorter than humans on average, ranging from well under 5 feet tall to just below 6 feet. They have more of an athletic build than humans in youth, but become fat with age. Males and females are the same height, and males are only slightly heavier.

Satyr skin coloration encompasses the normal human range. The hair on their head is black or dark brown, while their furry legs can range in color and pattern. Their eyes have been known to be brown or yellow, and their pupils either round like a human's or horizontal like a goat's. They grow facial hair from a young age and are almost never seen without a beard. 

Children of Pan

Satyr live to be about 60 years old. They are often amused and excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. As the direct descendants of the god, Pan, they live to protect and sustain nature. Most Satyr clans are tribalistic and follow a chief, who is advised by a shaman. 

Satyr aren't exactly heroic in the face of danger. They trust in diplomacy and compromise to resolve differences but will result to violence if any land under their watch comes to harm. When a fight is brought to a Satyr, they are often seen weilding clubs, cudgels, staves, or slings. 

Hidden Woodland Realms

Most Satyr dwell in small forest enclaves hidden among the trees. They are herbivores, and their food is foraged from the forest and grown in elaborate gardens. Their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented at whittling, weaving, crafting and other such crafts of shaping narural material. Their contact with outsiders is usually limited, though a few make a good living by trading crafted items for metals (which they have no interest in mining).

Satyr encountered outside their own lands are commonly traveling minstrels, artists, or sages. 

Peace and Prosperity 

Above all, Satyr love nature and animals. They have a distaste for violence unless it is to uphold the sanctity of their home. They turn forest meadows and hidden corners of old woods into fantastic settlements, that mix infrastructure into the land. They also happen ti be fantastic cooks and share a Halfling's appetite. At first glimpse, many travelers wouldn't even recognize a Satyr village. If they happen to venture deep enough to find one, it would look like a dense thicket of impassable foliage. 

Forest Satyr Traits

Your Satyr is accustomed to life in the wilderness and has skills that sometimes determine their survival.

Ability Score Increase

Your Dexterity score increases by 2.

Age

Although Satyr reach physical maturity at about the same age as humans, they only live to be about 60. 

Size

Satyr range from under 5 to just under 6 feet tall and have athletic builds. Your size is Medium.

Speed

Your base walking speed is 30 feet. 

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 Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages

You can are fluent in Common and Sylvan. 

Hoof and Horn

Because of your hooves, you have a climbing speed of 20 feet if the wall is not smooth. In addition, your hooves and horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. 

Proficiency

You have proficiency in Acrobatics and Nature, as well as with Cook's Utensils.

Previous Versions

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