Satyrs, denizens of the mystical Feywild whose very presence exudes an aura of untamed allure and ancient magic.
Born from the primordial melodies that once echoed through the untouched forests of the Feywild, Satyrs embody the essence of wild beauty, unrestrained passion, and unyielding joy. Their origin story is steeped in mystery and wonder, as they emerged as the embodiment of the wilderness itself, shaped by the raw magic that permeates their realm.
Satyrs are deeply connected to the natural world, forming bonds with the flora and fauna of the Feywild and possessing an innate gift for crafting haunting melodies and mesmerizing rhythms. Their affinity for music runs deep, stirring hearts and souls with their enchanting performances that weave tales of ancient lore and timeless beauty.
Throughout history, Satyrs have been both celebrated and feared, captivating mortal beings with their whimsical dances and ethereal music. Yet, beneath their carefree exterior lies a turbulent past, as they once stood as guardians and warriors of the wild, defending the Feywild against dark forces that sought to corrupt its purity.
For those who dare to venture into the Feywild, encounters with Satyrs promise both enchantment and intrigue. Whether on stage captivating audiences with their artistry or in the depths of the forest wielding musical magic against encroaching darkness, Satyrs are symbols of beauty, sorrow, and untamed power, forever bound to the mystical realm they call home.
You gain 2 levels of proficiency in Showmanship and Shove skill checks. You gain proficiency with one instrument of choice and can use an instrument as a spellcasting focus granting you +2 to charisma skill checks or a weapon using the stats of a Mace.
Your melee spells and unarmed strikes deal additional bludgeoning damage equal to 1 + (PM).
You are a Fey. You have advantage on saving throws against spells and other magical effects. If you pass a saving throw against a spell or feature you take no damage instead of half.
As an action, you begin performing an enchanted song. All enemies within 60 feet of you must make a Charisma saving throw equal to DC 8 + (PM) + Your Level, or they are charmed.