Homebrew Satyr Race Details

“You go into them woods, boy, I can’t assure you’ll come out the same person you were. The song of the denizens who live there, they’ll try to charm you into joining them in their raucous dances and hedonistic rituals. Don’t follow them goat-men, or you can count your sanity gone.”

With their natural curiosity, it is no surprise that satyrs seek out great adventures. They do so in their own special way, with goals that are more personal than lofty. Adventuring satyr, do what they do in pursuit of something they love, whether excitement and thrills, new stories and experiences, or simply material wealth. A satyr can be a boon as an adventuring companion—provided that their curiosity is aligned with their companions.

Hoof and Horn

Satyrs resemble humans for the most part, with the legs of goats, and they are covered in fur from the waist down. Most satyrs have a pair of small horns sprouting from their heads, ranging in shape from a pair of small nubs to the curling horns of the largest rams. They display the broad shoulders and powerful upper bodies of humans, and most sport some kind of facial hair. Their wild, curly hair ranges in length, with younger satyrs keeping their hair short. Older satyrs let it grow as they age, until it hangs about their shoulders.

A Life Lived Fully

Satyrs lead long lives compared to most humanoids. They reach adulthood at around the same age as humans, but can live to be five hundred years old or more. Satyrs become tough and serious as they age, losing the mischievous appearance of their youth to resemble stern grandparents and stoic leaders. However, a twinkle of trouble-making still shines in even the oldest satyr’s eyes. Young satyrs grow quickly to maturity. Though they remain small in size as children, satyrs are capable of complex speech and movement in a matter of weeks. Young satyrs resemble infants in size and appearance, but they speak and interact with the competence of a human adolescent.

Home is Both High and Low

Satyrs tend to live deep within the woodlands, but they can be found amongst the highest peaks of mountains. They usually live in small clans numbering one to two dozen but sometimes as small as five or six. Satyrs who venture into the world rarely do so in groups, however. Most often, a single satyr goes exploring on their own to satisfy a unique curiosity. Satyrs remain rare even in cosmopolitan cities, and are scattered and not part of a cohesive community. As cautious as satyrs are, they also jealously guard their explorations and rarely allow others of their kind to join in. Satyrs build their homes as a part of the landscape, with houses constructed in the trunks of trees or dug into the ground like burrows. Their homes are humble and comfortable, for although they love revelry, they enjoy the simple pleasures the most. When entering a satyr’s home, one finds a well-stocked pantry and a collection of fine food and drink from far-flung places. Despite these comforts, satyrs spend little time in their homes, instead preferring to dwell in the open beauty of nature.

Exploration, Adventure and Revelry

Satyrs are driven by curiosity and hedonism in equal measure. They have a natural sense of wonder regarding the world around them and the creatures with which they share that world. Though many satyrs are shy, satisfying their curiosity cautiously and from the shadows, they all have a burning desire to see, touch, and know more. This is not to say that they are reckless, however. Satyrs exercise caution in their exploration, as a result of their ancestors living in the Feywild with its wild magic and hidden dangers. In addition, satyrs seek to satisfy their curiosity through the spread of stories and songs, allowing a satyr to feed the inquisitiveness of others by retelling a tale of their exploits. Most satyrs are proficient with at least one musical instrument, and a satyr revel is always a musical affair.

Satyrs allow no opportunity for revelry to pass them by. They celebrate any holiday they have ever heard of—and are entirely cognisant that the civilisations of the world have enough festivals and holy days between them to justify celebrating on a nonstop basis. However, despite their love of wine, song, dance, and stories, satyrs are rarely reckless in their hedonism. In the midst of a celebration, a satyr maintains an awareness for danger, and they ensure that their revels do not cause the creatures they care about to come to harm.

FRIENDS ARE BETTER THAN ENEMIES Satyr almost always greet every stranger as if he or she were an old friend, in the hope that such people might eventually become trusted allies. Dwarves. “Dwarves are perhaps the best drinking partner any satyr could wish to come across. Most see them as grumpy and angry individuals. This is not the case. Feed them enough ale and you'll be listening to their big booming laughs and nestling against their ale-sodden beards within no time at all.” Elves. “Elves come across as haughty and imperious folk. But we satyr know that this is just a facade. Once the wine is flowing and the music is playing, it doesn't take long before their clothes come off, and their true frolicking nature comes out.” Humans. “Ah.. Humans. They are so easy to trick and play games with. There's so many of them too. Of all shapes and sizes, you really are spoilt for choice when it comes to humans. They will follow you just about anywhere at the mere hint of entertainment, pleasure or desire.”

Satyr Names

Satyrs do not have family names. They adopt nicknames as they grow older. These nicknames are usually given to them based on how they look, any habits they may have, and more often than not, for something they may have done. Be it good, bad or downright embarrassing.

Nicknames play a strong part within satyr society. And being given a nickname marks one of the most significant parts of a satyrs life.

Nicknames: Aleguzzler, Butterhead, Donkey, Happyhoof, Hiccups, Muttonheid, Nymphadora, Patches, Pixielover, Wandwaver

Male Names: Adronus, Barases, Canteon, Dantes, Gilderos, Pan, Puck, Romeus, Silenus, Tarteron

Female Names: Aure, Badia, Carysta, Endeis, Hippie, Lyra, Melanippe, Pip, Radea, Trycia

Subrace

The satyr break up into two main subraces: Highland and Woodland. Choose one of the two subraces presented below or one from another source.



THERE IS NO FATE BUT WHAT WE MAKE Satyrs believe that the fate that befalls all sentient creatures occurs for a reason. They believe that the winds of good fortune and ill fortune alike blow according to how every creature lives his or her life. When they have the advantage, they never take it for granted, acknowledging those who have stood by their side and helped them live a fulfilling life. When things turn bad for them and their allies, they understand that it is simply because they haven’t tried hard enough yet to tip the balance of fate in their favour.

Satyr Traits

Ability Score Increase

Your Dexterity score increases by 1.

Age

The magical essence of the Fey grants the Satyr a suitably long lifespan. They mature at the same rate as humans, they reach adulthood around 20, and can live up to 500 years on average.

Alignment

Satyr tend to have chaotic alignments, and most are good if not neutral. However, evil satyrs do exist, taking what they want from others to feed their insatiable appetite for pleasure.

Size

Satyr stand near the same height of most humans, rarely holding a height greater than 6 feet. Weighing an average of 150 pounds, Your size is medium.

Goat’s Stride

Your base walking speed is 35 feet. Additionally the Satyr can add its Dexterity modifier to its jumping distance.

Fey Ancestry

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

Headbutt

Your set of horns is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Hedonism

You gain proficiency in one of these skills: Acrobatics, Deception, Persuasion, Performance and Stealth.

Revelry

You gain proficiency in one Gaming Set or Musical Instrument of your choice.

Languages

You can speak, read, and write Common and Sylvan.

Highland Satyr As a highland satyr, you're strong and hardy, accustomed to life in a rugged terrain. You're taller than other satyr and tend to be more animal in appearance. Your fur is usually copper, grey or black. Ability Score Increase Your Constitution score increases by 2. Satyr Weapon Training You have proficiency with greataxe, handaxe, longbow, and longsword. Sure Footed You suffer no penalty to your speed when moving through rough or difficult terrain. Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). At 5th level you can make an intimidating charge once per short rest. If you are successful with either a shove or an attack on your charge. The creature must succeed on Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Woodland Satyr As a woodland satyr, you have an innate charm and are remarkably quick witted. You have kept more to your fey roots and have access to some magics. Your fur is usually brown, blond or white. Ability Score Increase Your Charisma score increases by 2. Satyr Weapon Training You are proficient in Longbows, Shortbows, Shortswords, and Spears. 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. Fey Magic You know the vicious mockery cantrip. Once you reach 3rd level, you can cast charm person once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level you can cast the hypnotic pattern once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Your satyr character has a variety of natural abilities, the result of being a descendant of the Feywild.