Satyr "Ah, come on!" Erik shouted as he opened the storage room door. Nut lied there between the wine barrels, his nose red of intoxication. "That's it, I'm taking you to Sheriff Reddard", said Erik as he reached for one of Nut's horns. Nut grabbed for his flute, but Erik kicked it away. "You're not getting away with this again, bud."



Folklore brands the satyrs as tricksters, hedonists and charlatans. Folklore is mostly right in this regard. Satyrs roam both the feywild and the wilds of the material plane. They are mischievous and curious beings, and most live for the simple physical pleasures of everyday life. There are exceptions, however. Some of them are the servants of nature gods, watching over wild forests and mountain ranges. They are a natural bridge between civilized peoples and wild animals. Yet other satyrs devote themselves to studying legends of mighty heroes. They teach talented individuals in the hopes of one day mentoring a pupil whose great deeds will be sung of for centuries to come. Satyrs are born of a union between a satyr and a Nymph, and are almost always male. They look much like humans, except they have the horns and legs of a goat, their skin covered in fur from the waist down. They can live up to two centuries and as they age, they become tougher and more serious. The oldest satyrs are the stoic leaders of their people. They may look less and less mischievous, but a twinkle of troublemaking still shines in even the oldest satyr’s eyes. Exploration and Celebration Satyrs are driven by hedonism and curiosity in equal measure. They want to know about the world around them, and enjoy it as much as possible. They want to get to know the other inhabitants of their world, but their enthousiasm and lacking manners often drives humans and other civilized people away. One way satyrs satisfy their curiosity is by spreading stories and and songs. Others choose to explore the great wilds of the world.

Satyrs allow no opportunity for revelry to pass them by. Even the smallest holiday can count on a satyr celebrating it. In fact, there are so many holy days and festivals that you might as well celebrate every day. However, despite their love for celebrating, drinking, dancing and singing, a satyr is rarely completely at ease. They will remain wary of their environment, ready to run when things get dangerous. Tight Clans and Lone Wolfs Most satyr communities can be found in the Feywild. They live in small clans consisting of a dozen or two satyrs. The satyrs who go out exploring the world rarely do so in groups. They are usually driven by a curiosity that is unique to them; fantasies of great heroes, the fate of a mysterious nature god, or the pleasures to be found civilized society. Satyrs jealously guard their own exploration and rarely let others of their kind join in. Satyrs can sometimes be found in large cities, but a satyr community inside a city is unheard of. Wherever they may dwell, satyrs are drawn towards places of beauty. They usually build a home in the trunk of a tree or in an underground burrow. Their homes are comfortable yet humble, because satyrs enjoy simple pleasures above all. In the end, however, satyrs are rarely found in their home; they'll be dwelling in the open beauty of nature, or celebrating among a band of reluctant companions.

Satyr Names Fantasy Names: Braleck, Fauk, Faxlah, Glut, Keet, Kiahar, Mug, Nut, Prix, Sid, Strox, Stuttic, Xar, Zhot.

Greek Names: Aristippus, Astrabacus, Dymnos, Dyonisus, Evenus, Ion, Kaunos, Mikon, Nastus, Otus, Pan, Pelias, Philoctetes, Pixodarus, Polymedes, Taureas. Satyr Traits The goatlike features of the satyrs mean they all share some natural advantages. Ability Score Increase. Your Dexterity score

increases by 1. Age. Satyrs reach maturity about as fast as humans, and live for about two centuries. After their death, satyrs are reincarnated as a plant. Those who have lived heroically in the eyes of the gods may become a tree and be protected by their younger brethren, while the average satyr will be a flower. Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d6 bludgeoning damage. Mountaineer. Whenever you make a Strength (Athletics) check to traverse rocky terrain or climb a rocky slope, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Size. Satyrs stand between 5 and 6 feet tall, and weigh between 120 and 190 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read and write Common and Sylvan. Subraces. There are three satyr subraces, from which you must choose. Hedonist Most satyrs live for the pleasures of everyday life. They are lovers of wine, music and women. They care little about the consequences of their actions in the short term, and rarely look ahead despite their long lifespan. They are usually wary of violence, however, so they resort to magical music as a means of getting themselves out of trouble. Despite their usual apathetic attitudes, fantasies of distant utopias may drive these satyrs into action. Ability Score Increase. Your Charisma score

increases by 2. Music of Nature. You are proficient with the pan flute and have proficiency in the Performance skill. Enchanted Music. Satyrs often play magical songs to humans, either for fun or to defend themselves and their animal friends. Your magical music can win somebody on your side, lull them into sleep or terrify them, all depending on how you play your flute. You know the friends cantrip. At 3rd level, you can cast sleep once with this trait, and you regain the ability to cast it when you finish a long rest. At 5th level, you can cast fear once with this trait, and you regain the ability to cast it when you finish a long rest.

Charisma is your spellcasting ability for these spells. Guardian Guardian satyrs are servants of nature deities like Pan, Silvanus and Skerrit. They guard wild forests and mountain ranges from civilized peoples who may harm them or their inhabitants. They look out for the animals of the wild, prevent forest fires, and guide humanoids safely home before they either start hunting to survive or get hunted themselves. Ability Score Increase. Your Wisdom score

increases by 2. Satyr Sanctuary. As an action, you can imbue a wild animal with a divine blessing that will ensure the animal's survival for a week. This blessing has no effect on animals that are magically summoned, domesticated, a companion, or otherwise in service of a humanoid. You can bless wild animals a number of times equal to your level, and regain all expended uses on a long rest. Woodland Magic. You know the druidcraft cantrip. At 3rd level, you can cast beast bond once with this trait, and you regain the ability to cast it when you finish a long rest. At 5th level, you can cast plant growth once with this trait, and you regain the ability to cast it when you finish a long rest. Wisdom is your spellcasting ability for these spells. Caretaker of the Wild. You have proficiency in the Survival skill. Additionally, you have advantage on any Wisdom (Medicine) check made on animals.