Satyr

### 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.

## Racial Traits

### Trait 1

Laughing Mad: Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.

### Trait 2

Darkvision: Accustomed to twilit forests and the night sky, 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.

### Trait 3

Mirthful Leaps: Whenever you make a long or 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.

These creatures Hail from the True Feywilds they've come to Nerakov to spread their joys

### Subrace (Horn types)

#### Ram:

* **Charge:** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
* ***Drunken Foolery:*** You have advantage on saving throws against anything you ingest and on Intelligence (Investigation) checks to locate social gatherings. In addition, you can dance, sing, or play music without experiencing exhaustion.

#### Mountain:

* **Mountain Strength:** These horns grant the Satyr advantage on any saving throw that would cause forced movement. In addition, you gain a climb speed of 20ft
* ***Dexterous Skillset:*** You are proficient in one of the following skills: Acrobatics, Sleight of Hand, or Stealth.

#### Dragon:

* **Draconic Wisdom:** These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight, Perception, and Persuasion.
* **Draconic Eyes:** these eyes allow you to see the magic auras of beings

#### Regal:

* **Magical Elegence:** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. In addition, you gain advantage on saving throws vs. spells of the same school of magic as the cantrip you chose.
* **Prim and Proper:** you gain proficiency in two of the following Rapiers, Calligraphy Tools, Land Vehicle (Horse), Language of your choice

#### Crown:

* **Undying Loyalty:** Whenever you take the help action to provide aid to an ally, you may gain temporary hitpoints equal to 1d12 + your character level. You regain the use of this ability when you finish a short or long rest.
* ***Toughness:*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

#### Antlers:

* **Nature's Guide**: you know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Whenever you spend Hit Dice during a short rest, you can heal your other allies for 1d6 additional hit points per die spent.
* ***Guardians of the Wilds.*** You are proficient in the Nature and Perception skills.

#### Spirit:

* ***Trickster:*** You know the *Minor Illusion* cantrip. When you reach 5th level, you can cast *major image*, but must complete a short rest before you can cast it again using this trait. Wisdom is your casting ability for these spells.
* **Blindsight:** Without need of your prime eyes, you can perceive your surroundings thanks to your Spirital connection. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet but are blind beyond this radius when focusing with this sight.

#### Coiled:

* ***Gore:*** Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier.
* **Specialist Training**: you gain expertise in two weapon types