Satyr
Rambunctious half men half goats that live for the thrill of revelry. They party, and fight, and go shamelessly after women. They would prefer to party and have a lively chat over violence unless that violence is wrestling.
Curious and Rowdy
Satyrs are driven to commit crime to sate a deep desire to explore their desires and commit acts of hedonism. They are party boys who live the stereotypical lives full of the manliest activities. As such they have an unstoppable sense of lust though they can only actually breed with Dryads. Having no sense of love or commitment they bounce from fling to fling with no idea that it would ever negatively affect their partner.
The Pecking Order
In any group Satyrs are instinctively driven to create a clear hierarchy of who is at the top of their group. They always wrestle to determine the pecking order and will always respect whoever is at the top of the order. If a female can resist their charms they are considered honorary males and added to the pecking order.
Masters of the Pipes
Above the top of the pecking order is the one Satyr who can craft magical pipes. Only one crafter will be in any group and any additional ones will be sent to bless others groups with more music. Every Satyr has a 10% chance to produce magical pipes If a satyr has pipes, it gains the following additional action option:
Panpipes: The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 ft of the satyr that can hear the pipes must succeed on a DC 8 + your CHA modifier (Minimum 1) + your Proficiency Bonus WIS saving throw or be affected as described below. Other satyrs and creatures that can't be Charmed are unaffected
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 these panpipes for the next 24 hours. The panpipe can be used as action and each turn after they start playing they can use a bonus action to continue the melody, ending all effects if they stop playing.
Charming Melody: The creature is Charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
Frightening Strain: The creature is Frightened for 1 minute.
Gentle Lullaby: The creature falls asleep and is Unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
A satyr will know if they can craft these pipes after their first “True” attempt they can make at level 5 with a 1D10 (10) chance that the pipes will be magical.
Rambunctious half men half goats that live for the thrill of revelry. They party, and fight, and go shamelessly after women. They would prefer to party and have a lively chat over violence unless that violence is wrestling.
Curious and Rowdy
Satyrs are driven to commit crime to sate a deep desire to explore their desires and commit acts of hedonism. They are party boys who live the stereotypical lives full of the manliest activities. As such they have an unstoppable sense of lust though they can only actually breed with Dryads. Having no sense of love or commitment they bounce from fling to fling with no idea that it would ever negatively affect their partner.
The Pecking Order
In any group Satyrs are instinctively driven to create a clear hierarchy of who is at the top of their group. They always wrestle to determine the pecking order and will always respect whoever is at the top of the order. If a female can resist their charms they are considered honorary males and added to the pecking order.
Masters of the Pipes
Above the top of the pecking order is the one Satyr who can craft magical pipes. Only one crafter will be in any group and any additional ones will be sent to bless others groups with more music. Every Satyr has a 10% chance to produce magical pipes If a satyr has pipes, it gains the following additional action option:
Panpipes: The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 ft of the satyr that can hear the pipes must succeed on a DC 8 + your CHA modifier (Minimum 1) + your Proficiency Bonus WIS saving throw or be affected as described below. Other satyrs and creatures that can't be Charmed are unaffected
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 these panpipes for the next 24 hours. The panpipe can be used as action and each turn after they start playing they can use a bonus action to continue the melody, ending all effects if they stop playing.
Charming Melody: The creature is Charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
Frightening Strain: The creature is Frightened for 1 minute.
Gentle Lullaby: The creature falls asleep and is Unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
A satyr will know if they can craft these pipes after their first “True” attempt they can make at level 5 with a 1D10 (10) chance that the pipes will be magical.
Traits
Ram
You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1D6 + your STR modifier (Minimum 1) Bludgeoning damage.
Magic Resistance
You have advantage on saving throws against spells.
Mirthful Leaps
Whenever you make a long jump or a high jump, you can roll a D8 and add the number rolled to the number of feet you cover times two, even when making a standing jump. This extra distance costs movement as normal.
Reveler
As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.