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Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by 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. Life is a blessing after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.



Born Of The Wild

In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goat-like horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.



Embracing Life

Most satyrs believe that the other peoples of the world are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of politicians and rulers with their laws and right angles, they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page.



The Art of Revelry

People generally think of satyrs' revels as raucous drunken celebrations, where anything and everything is permitted. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses is the point of living, and - most importantly - it feels really good.  Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.



Very Odd Indeed

Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others.

The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess. You can roll on the tables or use them as inspiration for characteristics of your own.


D8 Characteristics

1. Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.

2. There isn't a tree or statue that isn't fun to climb.

3. Nothing wards off bad luck like a jolly dance.

4. Sometimes talking to a plant really helps.

5. If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe.

6. I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.

7. Having horns is the best. They are fun to decorate, and they can pop open a barrel of ale, no problem.

8. If I have something really important to say, I always make sure to sing it.



Satyr Traits


Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1

Age: Satyrs mature and Age at the same rate as humans.

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

Speed: Your base walking speed is 35 feet.

Fey: Your creature type is fey, rather than humanoid.

Ram: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Magic Resistance: You have advantage on saving throws against spells and other magical effects.

Mirthful Leaps: Whenever you make a long or high jump, you can cover an additional 5 feet, even when making a standing jump. This extra distance costs movement as normal.

Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

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


Variant ASI: Instead of increasing your Dexterity by 1 you can choose to increase any other ability score by 1, except for Charisma.

Additional art

A link to a google drive with additional art for inspiration: Satyr