Homebrew Astral Satyr Species Details

Originating in the Feywild — a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Astral Sea which over time led them to gain more traits of the Astral Sea which granted them unique abilities native to the Astral Sea.

 

Astral Satyr Traits

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Ability Score Increase

When determining your character’s ability scores, increase Constitution by 2 and increase Charisma by 1, you can't raise any of your scores above 20.

Creature type

You are a Fey.

Size

You are Medium or Small

Speed

Your walking speed is 35 feet.

Languages

Your character can speak, read, and write Common and Sylvan

Revelry

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.

Magic Resistance

You have advantage on saving throws against spells.

Ram

You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Darkvision

You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Starlight Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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