D&D 5e Playable Race SCAR server: Satyr Image: Martina Fackova

Satyr

Source: Mythic Odysseys of Theros (SCAR Version)

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.


Satyr Culture

Satyrs are true hedonists, they believe life is for living and rarely think ahead further than the next scrumptious morsel, tantalizing sensation, or exciting guffaw. At their best, satyrs are joyous and whimsical, at their worst they’re selfish and cruel.


Most satyrs simply wander wherever their whims take them, following impulses and living off the land. When they congregate, it’s usually for a “revel”. Revels are parties, but where humans might celebrate for an evening with food and wine, satyrs can spend weeks indulging in every sensation imaginable before finally settling down in the rubble. Satyrs are half-man and half-beast, and it’s the philosophy of the beast half they’ve embraced. For better or worse, satyrs live for freedom, happiness, and excitement.


Not all satyrs are entirely devoted to partying though. Some form druidic circles devoted to restoring and nurturing wildlife (especially fixing up after particularly ruinous rollicks). Some also become explorers, emissaries and storytellers called “dawngreets”. These adventurous satyrs spread stories that expound their carefree philosophies as far as they can travel. Finally, while they balk at any sort of “authority”, many groups of satyrs are led by a “sibyl”. Sibyls are typically elder satyrs that have been blessed with a limited foresight into the future, a gift they use to warn other reveling satyrs to impending dangers.


Appearance

Satyrs are half human and half goat, though you can play around with those ratios quite a bit. The upper half of a satyr is generally the human half topped with a pair of short horns, with a goat’s lower body including hooves and a stubby tail. Their skin tends from tan to light brown, and their hair is often red or chestnut brown. They usually have scruffy patches of hair along their forearms and shoulders, though this can range from hair as fine as human body hair all the way to thick coatings of fur.


You have some leniency with things like horn shape and size, hair styles, and other minor goat features such as ear shape and nose.



Satyr Names

Satyrs tend to have a single short name, with most male names ending with “US” and most female names ending with “A” or “I”. These names are given once satyr parents discover their child’s personality. Satyrs often give each other nicknames as well and given their playful nature such names are often used more frequently than their real names.


Satyr Male Names: Apostius, Baucus, Cerbus, Helus, Kratius, Orthrius, Tolus, Zenus

Satyr Female Names: Adelphia, Baccia, Bastia, Gila, Jasia, Lichia, Loxia, Yoria

Satyr Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes



Satyr Traits

Your Satyr character has the following racial Traits.


Creature Type. Your creature type is humanoid.


Age. Satyrs mature and age at about the same rate as humans.


Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.


Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.


Ram. You can use your head and horns to make Unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an Unarmed strike.


Fey Ancestry. Once per long rest, you can roll with advantage on a saving throw against a spell or other magical effect, no action required. This must be announced before the roll is made.


Mirthful Leaps. Your base movement speed is increased to 35. In addition whenever you make a long or high jump, gain an additional 10 feet even when making a standing jump. This extra distance costs movement as normal.


Reveler. You gain proficiency in the Performance and Persuasion skills, and you gain proficiency with one musical Instrument of your choice.


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