Order of the Roll - Dungeons and Dragons Satyr - Order of the Roll

Satyr

Dnd Satyr Race

The Satyr is a race of fes­tive, half-human, half-goat beings. They pos­sess the upper body of a human, cov­ered in a light coat of fur, while their low­er half is that of a goat com­plete with hooves. Two curled horns adorn their fore­head. Most Satyrs have a play­ful and free-spir­it­ed nature known for their music, dance, wine, and end­less cel­e­bra­tions. They are deeply con­nect­ed to the mag­ic of nature and live in har­mo­ny with­in the forest­ed king­dom of Tharn­Dorn.

The Capital: Domiroad

Domiroad is the heart of Satyr cul­ture a place full of col­or­ful fes­ti­vals, open-air music, and tav­erns where Irish-sound­ing tunes echo into the ear­ly morn­ing hours. Yet beneath their cheer­ful lifestyle lies a dark secret…

The Origin of the Bulezaus

Not all Satyrs remained true to their peace­ful nature. In the shad­ow of Tharn­Dorn lies Dark­on, a grim region that was once part of the king­dom. Here dwell the Bulezaus sin­is­ter, twist­ed crea­tures who were once Satyrs.
Under the influ­ence of Xavier, the God of Sac­ri­fice, they were trans­formed into demon­ic goat-like beings, walk­ing upright, with mas­sive horns and black eyes filled with hatred.

The first Satyr to fall for Xavier’s dark whis­pers was Skarn, once a joy­ful bard from the for­got­ten town of Dark­town. In exchange for pow­er and immor­tal­i­ty, Skarn gave him­self to Xavier. Now he serves as the god’s right hand a cor­rupt her­ald of sac­ri­fice and ruin.
Dark­town, his birth­place, was set ablaze by his own hand, and rumor has it that it is now a ghost town, cursed by the deeds of its lost son.

The Cult of Xavier

Few with­in Tharn Dorn know of the Cult of Xavier’s exis­tence. Most Satyrs con­sid­er the Bulezaus to be mere myths or wood­land spir­its from old tales. But deep beneath Domiroad, Skarn’s influ­ence grows. Some Satyrs van­ish with­out a trace nev­er to return, or to come back changed and marked.
With­in the cult, sac­ri­fices are made and dark rit­u­als are per­formed to has­ten the trans­for­ma­tion.

A Race of Contrasts

Satyrs embody light, music, and free­dom.
Bulezaus embody dark­ness, sac­ri­fice, and oppres­sion.
They share a com­mon ori­gin, yet their paths diverged one choos­ing joy, the oth­er pow­er.

Future adven­tur­ers may find them­selves stand­ing at the cross­roads of this ancient strug­gle between what once was, and what may yet come to be.

Stats

  • Abil­i­ty Score Increase. When deter­min­ing your character’s abil­i­ty scores, increase one score by 2 and increase a dif­fer­ent score by 1, or increase three dif­fer­ent scores by 1. You can’t raise any of your scores above 20.
  • Crea­ture Type. You are a Fey.
  • Size. You are Medi­um.
  • Speed. Your walk­ing speed is 35 feet.
  • Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength mod­i­fi­er blud­geon­ing dam­age, instead of the blud­geon­ing dam­age nor­mal for an unarmed strike.
  • Mag­ic Resis­tance. You have advan­tage on sav­ing throws against spells.
  • Mirth­ful Leaps. When­ev­er you make a long jump or a 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.
  • Rev­el­er. As an embod­i­ment of rev­el­ry, you have pro­fi­cien­cy in the Per­for­mance and Per­sua­sion skills, and you have pro­fi­cien­cy with one musi­cal instru­ment of your choice.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, the Satyr lan­guage, and the lan­guage of your god Xavier are Xavi (if you believe in him) and one oth­er lan­guage of your choice.
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