Panes are half-man, half-goat hybrids. A pan’s hair is red or chestnut brown, while its hooves and horns are jet black.

The Original Party Animals

Panes are the ultimate party animals, always flirting with any prospective female that should cross their paths. They hold nothing sacred and have a child-like innocence about the world that proceeds unabated despite hardship and war.

They love to drink, carouse, and womanize.

Panes are a fun-loving people with a society that borders on complete anarchy. They are organized into herds, with leadership passed on to the elder. They are excellent gardeners, musicians, and vintners when they bother to concentrate for any period of time.

All Fun, All The Time

Panes are the inhabitants of the Panides, islands notorious for pan antics. Sailors avoid the islands, just off the coast of Sicily. When they are forced to dock there, they bring along a female “sacrifice” to distract local Panes, preoccupying them so that their female passengers can travel unmolested.

Panes worship Dionysus, the only deity who tolerates their behavior and even encourages it. They also sometimes worship Hermes; his impish nature appeals to them.

Pan adventurers are only less common because panes like to be comfortable—no need to adventure when wine and women are nearby. When those two important supplies run out, panes begin to wander. In times of famine or war, panes will travel far and wide to find a comfortable place to carouse once again. They make excellent aoidoi.


Your pan heritage manifests in a variety of traits you share with your kin.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Age. Panes mature at 15 and age at about the same rate as humans.

Alignment. Panes are nearly incapable of obeying laws because they can’t remember what the laws are. They are typically chaotic in nature and prone to the selfish pursuit of pleasure, which also makes them neutral aligned.

Size. A pan is about as tall and heavy as a half-elf. All panes are male. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your horns.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Pan Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Pan Lore. You have proficiency with the Charisma (Performance) skill.

Dancing Tune. As an action on your turn, you can distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can hear you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Languages. You can read, write, and speak Common and Sylvan.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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