The Satyr
The Satyr are a race of jolly humanoids with ties to the fey, their most common & noticeable trait are their goat-like legs & horns. While the race as a whole is called Satyr, female Satyrs are know as Faunus or just Fauns.
Satyr Traits
Your Satyr character has the following traits.
Ability Score Increases. Your Charisma score increases by 2.
Size. Your size is Medium.
Speed. You have a base walking speed of 40 feet.
Fey-Kin. Your creature type is both Humanoid & Fey, and you have advantage on saving throws against being Charmed and magic can't put you to sleep.
Sturdy Footing. You have advantage on saving throws against being forcefully moved or knocked prone.
Ram. You have horns that can act as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Powerful Leaps. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Languages. You can speak, read, & write in both Common & Sylvan.
Subraces. Pick a subrace.
Wildheart
Wildheart while rare are often found within the deep forest of the world. Often making there homes in places tied to the Fey, oddly enough though this subrace has the least potent ties to the Fey. However don't let that fool you, as the Wildhearts are often considered the most rowdy & fey-like of the Satyr.
Ability Score Increase. Your Dexterity score increases by 1.
Musical Magic. You know the Friends cantrip. When you reach 3rd level, you can cast the spell Charm Person as a 2nd-level spell once per long rest. When you reach 5th level, you can cast the spell Suggestion once per long rest.
You can use a musical instrument as a spellcasting focus for spells cast using this trait. Charisma is your spellcasting ability for these spells.
Musically Inclined. You gain proficiency in an instrument of your choice.
Feychild
Found roaming within the heart of the Feywild. The Feychild are much more docile & timid compared to their Wildheart cousins. Because of their fey origins, the Feychilds often have a much more beast-like appearance; usually born having fur covering most of their body, a flat nose, & a tail similar to that of a woodland creature (usually a deer).
Ability Score Increase. Your Strength score increases by 1.
Beast Sympathy. You can communicate with beasts as if you shared a language.
Hidden Step. As a Bonus Action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Fey Step. You can as a Bonus Action, magically teleport up to 30 feet to an unoccupied space you can see. After you use this trait, you can't do so again until you complete a short or long rest.
Bleaksoul
A Bleaksoul is a Satyr born tied to the fey (similar to that of a Feychild), however their tie is that of the Unseelie. Because of this Bleaksouls are usually outcast amongst their families, often leading them to wonder off to become hermits. Bleaksouls often have a much more monstrous appearance compared to other Satyr. Having lean, long arms; tall, eerie legs; & sharp, wicked horns.
Ability Score Increase. Your Wisdom score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Eerie Disposition. You have advantage on saving throws against being Frightened.
Uncanny Claws. You have claws that can act as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.
Additionally, when you make a melee attack, you can have your limbs extend increasing your melee range by 5ft.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Satyr Feats
Songs Of The Panpiper
Prerequisite: Satyr (Wildheart), Charisma of 13 or higher
You have learned to play the ancient & powerful music of the Satyr. You can as an Action, play a song with an instrument your proficient with (usually Panpipes) lacing the notes with magic.
All creatures of your choice within 60 feet of you must make a Wisdom saving throw, a creature automatically succeeds if they can't hear you. Other satyrs and creatures that can't be charmed are unaffected. On a failure, the creatures are affected by one of the following songs:
- Charming Melody. The creature is charmed by you for 1 minute. If you or any of your allys companions harms the creature, the effect on it ends immediately.
- Frightening Strain. The creature is frightened of you for 1 minute.
- Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends ifthe creature takes damage or if someone takes an action to shake the creature awake.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this trait for the next 24 hours.
The DC for this trait is equal to 8 + your Charisma modifier + your proficiency bonus (only if you have proficiency with a given musical Instrument).
One With The Beasts
Prerequisite: Satyr (Feychild), Wisdom of 13 or higher
You can shape your form to that of a beast.
- You gain 1 use of the Wild Shape feature, listed in the Druid class. You are still effected by its limits & restriction until you reach the appropriate levels. Once you use this feature, you must complete a long rest before you can do so again.
If you already have access to the Druids Wild Shape feature, then you instead gain an additional use of your Wild Shape.
Fleshfeaster
Prerequisite: Satyr (Bleaksoul), Constitution of 13 or higher
You can now feast on the flesh of your foes.
- Increase your Constitution score by 1.
- You gain a Bite natural weapon that deals 1d6 + your strength modifier in piercing damage.
- As a Bonus Action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. You can't use this feature on Undead & Constructs.
Optional Features
Any: Beastial Build
(Enhancement)
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Feychild: Seasonchild
(Enhances Fey Step)
Feychild pacts can often find themselves in the company of Eladrin. Because of this it's not uncommon for them to bare children with similar powers of both parents.
Seasonal Step. You gain the following enhancements to your Fey Step feature: When you reach 3rd level, your Fey Step gains an additional effect based on the current season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
- Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
- Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
If your on a plane that doesn't have any seasons, then your DM instead uses the season associated most with that plane.
Bleaksoul: Unseelie Magic
(Replaces Darkvision & Silent Speech)
Bleaksoul magic is often strange and haunting much like the Unseelie fey themselves.
Unseelie Magic. You know the Primal Savagery cantrip. When you reach 3rd level, you can cast the spell Dissonant Whispers as a 2nd-level spell once per long rest. When you reach 5th level, you can cast the spell Phantasmal Force once per long rest.
Charisma is your spellcasting ability for these spells.
Miscellaneous
Crown of The Satyr
Wondrous item, Legendary (Attunement required)
While you don this crown, you gain the following benefits:
- Your Charisma score increases by 2, to a maximum of 20.
- You gain the Fey creature type along with your normal creature type.
- You have advantage on Persuasion checks made to interact with Satyr.
- You have a 50 percent chance each day at dawn of growing horns and having your pupils changed into horizontal slits (similar to that of a goat).
If you aren't a Satyr, you gain the following additional benefits while wearing the crown:
- You have advantage on saving throws against being Charmed, and magic can't put you to sleep.
- You have advantage on saving throws against being forcefully moved or knocked prone.
- You grow horns that can act as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Bludgeoning damage equal to 1d4 + your Strength modifier.
- You can speak, read, and write in Sylvan.
If you are a Satyr, you gain the following additional benefits while wearing the crown:
- Both your Dexterity & Charisma score increase by 2, to a maximum of 22.
- Your creature type becomes just Fey and you are immune to the Charmed condition.
- Your horns damage die becomes 1d8.
- You have advantage on saving throws against spells and other magical effects.