Homebrew Satyr Species Details

Satyrs resemble slightly stocky humans with furry lower bodies and cloven hooves similar to that of goats. Satyrs have pointed ears similar to an elf, and horns that vary from small stubs about two inches long to large and curled ram's horns that protrude about two feet from their head. Their hair ranges from the more common brown to hues of reddish orange and the rare white. They usually sport bushy beards, or at least a goatee. Satyrs' eyes are usually blue or brown, however some satyrs have yellow eyes that resemble a goat's. They are relatively short, around 5 ft.

Satyr Traits

The goatfolk of the woods.

Ability Score Increase

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Fey Ancestory

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

Pipes

You can use panpipes (that you begin play with) as an arcane focus to cast spells. You know the vicious mockery cantrip. Once you reach 3rd level, you can cast entangle with this trait, and starting at 5th level, you can also cast suggestion with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Exotic Legs

Given the nature of your legs you can run and jump better than most humans, meaning your normal jump is doubled as is your long/high jump, from what it would normally be. You cloven hooves can also act as a weapon that you are proficient in. You may make an attack to kick at a target with in 5 feet of you dealing 1d6 on a successful hit.

Also difficult terrain that is caused by nature does not impede your movements.

As a result, while your upper torso is shaped like a normal human, your lower half is not. Normal clothing or armour items that are intended to be worn for humanoid legs do not fit you, any items that you wish to wear on your legs or feet must be custom-made with a material cost equal to the base item plus 50%. This does not include any service fee a craftsman may charge you.

Charmed Speach

You gain proficiency in the Persuasion skill.

Drunken Foolery

You have advantage on saving throws against something you've consumed and on Perception checks to locate social gatherings. You can dance, sing, or play music endlessly without experiencing exhaustion

Languages

You can speak, read and write Common and Sylvan.

History/Society

Satyrs were originally denizens of the Feywild, and some still reside there. However, the sheer amount of revels, indulgences, and parties in the Material Realm by its inhabitants lured many Satyrs to journey from their home plane to the Material Plane, where they reside today, making merry in the forest and trying to spread a good time wherever they venture.

Satyrs live in small clans of about a dozen to two dozen, though they are fiercely independent and view such gatherings as temporary at best. They make their homes in small burrows under trees, and always keep their stock of food and drink filled to the brim, though they rarely stay home to partake of it, often going out to celebrate at some massive revel or explore the world for new experiences.

Hedonistic by nature, satyrs are always searching for parties to crash, beauties to woo, and songs to sing. Satyrs are known to celebrate any festival they can find and even invent one or two just as an excuse to make merry. Satyrs enjoy seducing members of humanoid races, resorting to their enchanted flutes if necessary to win over their victims. The children born from these encounters are always satyrs themselves, and are usually stolen from the mothers by their satyr kin.

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