{"name":"Satyr","abilityscores":"+1 Dex","size":"Medium","speed":"35ft,.","languages":"You can speak, read, and write Common and Sylvan.","features":"\r\n[b]Ability Score Increase[\/b]\r\nYour Dexterity score increases by 1.\r\n\r\n[b]Age[\/b]\r\nThe 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.\r\n\r\n[b]Alignment[\/b]\r\nSatyr 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.\r\n\r\n[b]Size[\/b]\r\nSatyr 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.\r\n\r\n[b]Goat\u2019s Stride[\/b]\r\nYour base walking speed is 35 feet. Additionally the Satyr can add its Dexterity modifier to its jumping distance.\r\n\r\n[b]Fey Ancestry[\/b]\r\nYou have advantage on saving throws against being charmed, and magic can\u2019t put you to sleep.\r\n\r\n[b]Headbutt[\/b]\r\nYour 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.\r\n\r\n[b]Hedonism[\/b]\r\nYou gain proficiency in one of these skills: Acrobatics, Deception, Persuasion, Performance and Stealth.\r\n\r\n[b]Revelry[\/b]\r\nYou gain proficiency in one Gaming Set or Musical Instrument of your choice.\r\n\r\nLanguages\r\nYou can speak, read, and write Common and Sylvan.\r\n\r\n[h2][b]Highland Satyr[\/b][\/h2]\r\nAs 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.\r\n\r\n[b]Ability Score Increase[\/b]\r\nYour Constitution score increases by 2.\r\n\r\n[b]Satyr Weapon Training[\/b]\r\nYou have proficiency with greataxe, handaxe, longbow, and longsword.\r\n\r\n[b]Sure Footed[\/b]\r\nYou suffer no penalty to your speed when moving through rough or difficult terrain.\r\n\r\n[b]Charger[\/b]\r\nWhen 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.\r\n\r\n[h2][b]Woodland Satyr[\/b][\/h2]\r\nAs 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.\r\n\r\n[b]Ability Score Increase[\/b]\r\nYour Charisma score increases by 2.\r\n\r\n[b]Satyr Weapon Training[\/b]\r\nYou are proficient in Longbows, Shortbows, Shortswords, and Spears.\r\n\r\n[b]Mask of the Wild[\/b]\r\nYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\r\n\r\n[b]Fey Magic[\/b]\r\nYou 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.\r\n\r\n[h2][b]Lore[\/b][\/h2]\r\nWith 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\u2014provided that their curiosity is aligned with their companions.\r\nHoof and Horn\r\nSatyrs 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.\r\n\r\n[h2][b]A Life Lived Fully[\/b][\/h2]\r\nSatyrs 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\u2019s 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.\r\n\r\nHome is Both High and Low\r\nSatyrs 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\u2019s 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.\r\n\r\nExploration, Adventure and Revelry\r\nSatyrs 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.\r\n\r\nSatyrs allow no opportunity for revelry to pass them by. They celebrate any holiday they have ever heard of\u2014and 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.\r\n\r\n[h2][b]FRIENDS ARE BETTER THAN ENEMIES[\/b][\/h2]\r\n\r\nSatyr 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.\r\n\r\nDwarves. \u201cDwarves 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.\u201d\r\n\r\nElves. \u201cElves 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.\u201d\r\n\r\nHumans. \u201cAh.. 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.\u201d\r\n\r\n[h2][b]Satyr Names[\/b][\/h2]\r\nSatyrs 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.\r\n\r\nNicknames play a strong part within satyr society. And being given a nickname marks one of the most significant parts of a satyrs life.\r\n\r\nNicknames: Aleguzzler, Butterhead, Donkey, Happyhoof, Hiccups, Muttonheid, Nymphadora, Patches, Pixielover, Wandwaver\r\n\r\nMale Names: Adronus, Barases, Canteon, Dantes, Gilderos, Pan, Puck, Romeus, Silenus, Tarteron\r\n\r\nFemale Names: Aure, Badia, Carysta, Endeis, Hippie, Lyra, Melanippe, Pip, Radea, Trycia\r\n\r\n[img:1132767]","tabledata":"","tags":"","isShared":"on","templateId":"23","blockId":"420959"}