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Satyr

Source: The Gods Are Bastards - Web Serial
Type: Nature Fae Entity
Sentience: Yes

Physical Description

Satyrs are half-human, half-goat nature spirits with the upper body of a human and the lower body of a goat. They typically have goat-like horns, hooved feet, and may have fur-covered legs. Their appearance blends human and animal features in a way that is both natural and otherworldly.

Satyrs often have wild, untamed hair and expressive faces that reflect their passionate nature. They may carry musical instruments, particularly pan pipes or other wind instruments, and their presence is often accompanied by music or the promise of revelry.

Personality

Satyrs are playful, hedonistic, and passionate beings associated with fertility and the untamed aspects of nature. They love music, dance, revelry, and celebration. Satyrs are generally good-natured but can be mischievous, and their pursuit of pleasure can sometimes lead them into trouble or cause trouble for others.

They value freedom, expression, and the joy of living. Satyrs are social creatures who enjoy gathering others for parties and celebrations. They can be loyal friends but may also be unreliable when more interesting opportunities for fun present themselves.

Location

Satyrs are found in wild, untamed natural areas such as deep forests, wilderness meadows, remote valleys, and areas where nature remains untamed. They avoid heavily populated areas and prefer places where they can revel freely without human interference.

They may be encountered during celebrations, festivals, or in areas where music and dance are common. Satyrs are more common in temperate and wild regions but can be found in various natural environments.

Bond Tiers and Rewards

As a Druid's bond with a Satyr strengthens, they gain cumulative abilities and spells. Satyrs grant powers of music, charm, and revelry.

Tier 1: Initial Bond (Minimum Level 5)

Special Ability: Pipes of Pan You gain proficiency with Performance. If already proficient, you gain expertise (double proficiency bonus).

Granted Spells: Charm Person, Faerie Fire

Tier 2: Growing Bond

Special Ability: Enthralling Performance Once per short rest, you can use an action to play music or dance. Creatures within 30 feet must make a WIS save (DC = 8 + proficiency + WIS) or be charmed for 1 minute.

Granted Spells: Enthrall, Suggestion

Tier 3: Strong Bond

Special Ability: Fey Step Once per short rest, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see.

Granted Spells: Hypnotic Pattern, Major Image

Tier 4: Deep Bond

Special Ability: Nature's Revelry You are immune to being charmed. Once per day, you can cast Otto's Irresistible Dance without expending a spell slot.

Granted Spells: Compulsion, Greater Invisibility

Spell Slot Bonuses

In addition to granted spells and special abilities, your Satyr patron grants bonus spell slots based on bond strength:

  • Tier 1: No bonus (baseline)
  • Tier 2: +1 spell slot at highest available level
  • Tier 3: +2 spell slots distributed across levels
  • Tier 4: +3 spell slots distributed across levels

Related: Magical Patrons/Fae/Fae Beings | Mechanics/Classes/Druid | Fae Magic Overview