PHYSICAL CHARACTERISTICS Satyrs resemble slightly stocky male elves with furry lower bodies and cloven hooves similar to that of goats. Satyrs have pointed ears, and horns that vary from small stubs about two inches long to large and curled ram's horns that protrude about two feet from their head. Their hair ranges from the more common brown to hues of reddish orange and the rare white. They usually sport bushy beards, or at least a goatee. Satyrs' eyes are usually yellow and resemble a goat's. They are relatively short, around 5 feet tall. Satyrs are an innately magical race that possess only a single sex but are able successfully make with females of any race. SOCIETY Satyrs live in small clans of about a dozen to two dozen, though they are fiercely independent and view such gatherings as temporary at best. They make their homes in small burrows under trees, and always keep their stock of food and drink filled to the brim, though they rarely stay home to partake of it, often going out to celebrate at some massive revel or explore the world for new experiences. Satyrs recognise several distinct gender roles and tend to shift between them as needed. Hedonistic by nature, satyrs are always searching for parties to crash, beauties to woo, and songs to sing. Satyrs are known to celebrate any festival they can find and even invent one or two just as an excuse to make merry. Satyrs enjoy seducing members of humanoid races regardless of gender, resorting to their enchanted flutes if necessary to win over their victims. The pregnancies resulting from these encounters are painless and swift, memories of the ordeal are quick to be forgotten (almost like a dream), and the children are always satyrs themselves, which are usually stolen from the mothers by their satyr kin. TRADITIONAL SATYR NAMES Nessus, Pholus, Sajacks, Elatus, Eurytion, Hylaeus, Latreus, Oreus, Rhaecus, Cyllerus, Polkan, Magorian, Ronan, Apis, Dantares, Gadfort, Jaro, Kashing, Pelle, Vankar, Varios, Grover RACIAL TRAITS The goatfolk of the woods. Ability Score Increase. Add 2 to your Charisma Score, and 1 to your Dexterity OR Strength Score. Age. Satyrs reach adulthood at the age of 12, and live to be 500. Alignment. Satyrs 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. Size. Medium Speed. Your base walking speed is 35 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Goat's Charge. Immediately after taking the Dash action and ending adjacent to a creature, you may use a bonus action to ram that creature with your horns. This attack deals 1d6 bludgeoning damage. Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep. Pipes. You can use panpipes (that you begin play with) as an arcane focus to cast spells. You know the vicious mockery cantrip. Once you reach 3rd level, you can cast the charm person spell once per day. At 5th level, you can cast the suggestion spell once per day. Charisma is your spellcasting ability for these spells. Charmed Speech. You double your proficiency bonus with Persuasion ability checks. Languages. You can speak Common and Sylvan. Few Satyrs are literate, except those that acquire a spellcasting class feature.