Satyr Sorcerous Origin

The blood of satyrs runs through your veins. For you, the natural world resounds with countless melodies few can hear, often moving you to song or dance. Your instincts move you to surrender to your passions, restraint requires discipline you often lack.

Unnatural Revelry

The spirit of the satyr allows you to enjoy rampant hedonism without consequence. Starting when you choose this origin at 1st level, you suffer no adverse health effects from excessive drinking, such as hangovers or weight gain (although you can still become intoxicated). Additionally, you gain proficiency with the flute or another wind instrument.

Laughing Touch

At 1st level, you can use your action to make a melee spell attack to cause a creature to burst out laughing. The laughing creature cannot take actions until the end of its next turn. Once affected, you can’t use this feature on that creature again for 24 hours. A creature is immune to this effect if it’s immune to being charmed.

Faun’s form

At 6th level, your body transforms, giving you the ram’s horns and goat’s legs of a satyr. You can use your horns to make a ram attack that you are proficient with, which deals 1d6 bludgeoning damage, adding your strength modifier to the attack and damage rolls. Additionally, your land speed increases by 10 feet and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Beguiling Melody

Starting at 14th level, when you cast an enchantment spell of 1st level or higher, you can use your bonus action to substitute the playing of a wind instrument for the verbal and somatic components of that spell. When you do so, you reduce the number of sorcery points needed to use Metamagic with that spell by one (minimum of zero). You may use this ability a number of times equal to your Charisma modifier (minimum 1). You regain expended uses when you finish a long rest.

Soul of the faun

At 18th level, the spirit of the faun runs wild within you. Your horns grow, increasing their damage die to 2d4 and they are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, your speed increases by another 10 feet and spells and magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.

Section 15: Copyright Notice

Faerie Campaigns (5E) © 2022, Legendary Games; Authors Matt Goodall, Jason Nelson, David N. Ross, Neil Spicer, Amber Stewart, Russ Taylor, Linda Zayas-Palmer

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