
Satyr
In secluded forest clearings and along winding woodland paths, Satyr live free, guided by the rhythm of nature and a deep love for song and dance. Their communities celebrate life with festive gatherings, where music, laughter, and spontaneous revelry weave together to form an ever-changing tapestry of joy. Despite the wild nature of their revels, Satyr are also known for their keen insight and ability to soothe troubled hearts, serving as gentle mediators between the unpredictable forces of nature and the more orderly world of civilization.
Satyr in Shattered Realms are embodiments of natural exuberance and mystic grace—blending the raw energy of the wild with a touch of ancient magic. Whether they’re leading a spirited dance in the forest or offering a comforting word to a weary traveler, Satyr remind all who encounter them that life’s beauty lies in spontaneity, creativity, and the harmonious pulse of the natural world.
Horns
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.
Soothing Cadence
When you cast a spell or use a feature that restores hit points, you can choose one creature within 30 feet to also regain hit points equal to half the amount restored (rounded up).
You can use this feature a number of times per long rest equal to your Charisma modifier (minimum of 1), or by expending a 1st level or higher spell slot.
Magic Resistance
You have advantage on Intelligence, Wisdom, and Charisma saving throws.
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, even when making a standing jump. This extra distance costs movement as normal.
Satyr Roll20 Feature Codes
Roll20 Feature 1.
!setattr {{
--sel
--repeating_traits_-create_name|Horns
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Satyr
--repeating_traits_-create_description|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.
}}
Roll20 Feature 2.
!setattr {{
--sel
--repeating_traits_-create_name|Soothing Cadence
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Satyr
--repeating_traits_-create_description|When you cast a spell or use a feature that restores hit points, you can choose one creature within 30 feet to also regain hit points equal to half the amount restored (rounded up).
You can use this feature a number of times per long rest equal to your Charisma modifier (minimum of 1), or by expending a 1st level or higher spell slot.
}}
Roll20 Feature 3.
!setattr {{
--sel
--repeating_traits_-create_name|Magic Resistance
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Satyr
--repeating_traits_-create_description|You have advantage on Intelligence, Wisdom, and Charisma saving throws.
}}
Roll20 Feature 4.
!setattr {{
--sel
--repeating_traits_-create_name|Mirthful Leaps
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Satyr
--repeating_traits_-create_description|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, even when making a standing jump. This extra distance costs movement as normal.
}}