Homebrew Frozenbreath Satyr Species Details
Born in a Tidepool
Frozenbreath Satyrs are the rare and unlikely offspring of coastal satyrs and deep sea nymphs—two fey whose worlds rarely ever meet. Yet from their fleeting unions are born beings of crashing tides and sharp laughter, frostbitten charm wrapped in skin like moonlight on waves.
They do not belong to sea or shore, but to the shifting in between—the fog that clings to cliffs, the hush before a storm breaks, the pull of a current just beneath the surface. Frozenbreath Satyrs are wanderers of forgotten places, drawn to the strange and restless edges of the world. Their presence is marked by sudden silences, seafoam where none should be, and distant singing that fades when you try to follow. Though they move easily through air and ocean, they are not bound to either. A Frozenbreath Satyr is born without the need to breathe at all—yet many do, simply out of habit or curiosity, as if tasting the wind or savoring the stillness beneath the waves
Whimsical, Wild, and Unsettling
Though they carry the joyful impulses of their satyr parentage, there is something ghostly about a Frozenbreath Satyr's demeanor—an odd stillness in their movements, a sense of depth in their gaze, and a quietness that makes even their laughter feel distant, like it’s echoing up from deep below the water. They revel in mischief, song, and stories, but their joys are edged with the unknowable cold of the sea’s darkest depths
Frozenbreath Satyr Traits
Your Frozenbreath Satyr character has the following racial traits. Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1. Creature Type. You are a Fey. Size. You are Medium. Frozenbreath Satyrs typically stand between 5 and 6 feet tall, with slender, fluid frames. Speed. Your base walking speed is 35 feet. You also have a swimming speed of 35 feetAbility Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1
Darkvision
Your eyes have adapted to worlds where light is a luxury—whether beneath the earth, within the depths of the sea, or in the shadowed realms between. You can see in complete darkness as though it were dim light, and in dim light as though it were bright. Within 60 feet, you perceive shape, distance, and motion clearly, though only in shades of gray—the colors of the world lost in shadow.
In total darkness, you navigate by contrast and subtle texture, the world revealed not by light, but by instinct and an uncanny clarity that others might find unsettling
Breathless Nature
You do not need to breathe. You can still breathe if you choose to, but you are immune to effects that rely on respiration, such as suffocating or inhaled poisons
Magic Resistance
You have advantage on saving throws against spells
Fey Hooves
You have advantage on saving throws against being charmed, and magic can’t put you to sleep
Deepborn Grace
You have resistance to cold damage and ignore any environmental drawbacks caused by deep, cold, or underwater locations, including extreme pressure, magical darkness, or frigid temperatures
Tide-touched Leaps
You can jump exceptionally well. You are always considered to have a running start when making a long or high jump. In addition, whenever you make a jump, you may roll a d8 and add the result (in feet) to the distance you cover with the jump. You may also add your proficiency bonus to any Athletics checks made to jump
Life Draining Ram
You can use your horns to make an unarmed attack. When you hit an enemy with this attack, deal 1d6+2 damage. When you attack this way and hit a creatire that isnt a construct or an undead, you can empower yourself in one of two ways. 1) you regain HP equal to the damage you dealt. 2) you gain a bonus to your next ability check or attack roll equal to the damage you dealt
Languages
You can speak, read, and write Common, Sylvan, and Aquan
Previous Versions
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