Homebrew Cursed 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 Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

Cursed Satyrs are those satyrs that either disrespected gods or were entangled with not-so good denizens of Feywild. Those hexed satyrs are more like beasts, seeking redemption or a way to lift their curses. Usually shunned by other satyrs, live as outcasts leaning towards more neutral alignments, while loosing sanity due to some curses might push them towards chaos and maybe even evil. Some, keep their wits and display powerful discipline and self control, moving towards lawfulness or goodness.

Cursed Satyr Traits

As a cursed satyr, you have the following racial traits.

Creature Type

You are a Fey.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Cursed Satyrs are weaker and slower than their counterparts, as the hex weights heavily on their souls.

Mark of the Beast

You can use your fangs or head and horns to make unarmed strikes.

When you hit with head or horns, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. This strike is weaker than that of normal satyr, as cursed ones are under the heavy influence of the curse.

Your cursed fangs have additional properties. They are a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

  • When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
    • You regain hit points equal to the piercing damage dealt by the bite.
    • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Magic Resistance

You have advantage on saving throws against spells.

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.

Spider Climb

Nature of the curse makes cursed satyrs embodiment of a nightmare, rather that of blissful and joyful denizen of Feywild.

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Cursed Mind

Curse weights heavily on ones soul. It can be something weak like nose hair that grows longer every time you cut it, or something terrible, like generations of a family bound through time to ancient demon that provides the family with power, magic and knowledge, but every time he gives, he takes something away (sight in one eye, taste, dreams or something more sinister). Regardless, cursed satyr does not have it easy too.

Whenever you finish a long rest or in-game day starts, roll Intelligence, Wisdom or Charisma saving throw. DC, possible disadvantages and modifiers, as well as ability score used for saving throw, is chosen by DM. Consult your Dungeon Master on character creation for more details.

If you fail, roll on Madness table (Players Handbook, Dungeon Master's Guide or open source resources) on any of available tables (Your DM might choose to create madness table for you). Madness effect lasts until you finish a long rest or you are placed under the magic suppressing effect, externally cast greater restoration spell (you cannot cast it yourself to suppress madness effect on yourself, it has to be cast by someone other than you) or other effects that remove curses. If you are target of external magic effect that removes curses or magic effects, you have advantage on the saving throw on the next day (only).

You have to roll the saving throw and possible Madness effects at the start of each day. If you did not participate in full long rest on previous day, the possible madness effect persists through another day and accumulates with new one, that you have to roll for on each new day. Those effects stack, but do not double. 

When you run out of possible madness effects, or number of effects stacked exceeds the value of your ability score modifier used for the saving throw against madness (minimum 2) you become insane. Insane character is under strict control of the DM until the madness effects are removed or their number goes below the limit.

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