Homebrew Satyr Species Details

Summary

Satyrs have been around for longer than history can record, however they didn’t come out of hiding until much later in history. In some cultures they were seen as nature spirits due to their mysterious and playful behavior. Now, they live among the kingdoms in peace. They’ll do anything to achieve their self-indulgent goals, yet they are still seen in a positive light for their joyous and lighthearted demeanor. Satyr can often be found traveling, in search of glory, gore or just plain ol’ adventure.

A Broad Spectrum

Satyrs, similar to their human cousins, are very diverse in appearance. They are half human, half creature. Typically, their upper body appears to be mostly human, while their lower body looks to be creature-esc (usually deer or goat). Satyr can also have noses and ears similar to animals, and sometimes even horns, depending on age, gender and creature. Their skin tones can range anywhere from black to very pale, same with their hair. 

Variety in All Things

Satyr society typically consists of various clans that are fiercely independent and headstrong. These clans are often present in various forest and nature saturated parts of the fey and of the material world. They make their homes often in the trees and burrows in the landscape, often exotically decorated with materials and objects available around them. Satyr clans typically always have a surplus of food and drink in their homes and territories, often celebrating and creating jovial times for one another.

While in a general sense, Satyrs are hedonistic, their take on satisfying their craving for self-indulgences don't always come in a form of dance and drink. Often there are cases of Satyrs with a desire for travel, an insatiable wanderlust. Whether these Satyrs take it upon themselves to travel and adventure alone, in a party, or as a clan, many like adventurers will find Satyrs among st their kind, traveling and indulging themselves in however they see fit.

 

Satyr Traits

It’s hard to make generalizations about satyrs, but your satyrcharacter has these traits.

Natural Weapons

 Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. There is a +1 bonus to attack and damage rolls you make using it.

Charge

If the satyrwd moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 5 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Fey Ancestry

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

Charming Words

You gain proficiency in the Persuasion skill.

Ability Score Increase

 Your ability scores each increase by 1.

Age

Humans reach adulthood in their late forties, early fifties and live for about 500 years.

Alignment

Satyr are typically in the range of chaotic.

Size

Satyrs vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Satyrs typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

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