Jaded
The effects of the feywild on generations of satyrs have given them resistance to certain mental effects. You are immune to the charmed condition and have advantage on saving throws against enchantment spells and effects.
Darkvision
Accustomed to forest life, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Spirit - Mindful
You have proficiency in Insight. You know one cantrip of your choice from the druid or wizard spell list. Wisdom is your spellcasting ability for it.
Zen
You enter a zen while raging, connecting with the souls of your ancestors. Each time you take damage while raging you gain a stack of ancestral power. You can expend ancestral power in two ways:
As a reaction to being forced to make a mental saving throw, you can expend all stacks of ancestral power to give you a bonus to that mental saving throw equal to the amount of stacks expended.
As a bonus action, you can expend a single stack of ancestral power to grant your next attack 1 additional force damage.
You can have a total amount of ancestral power equal to half your proficiency bonus and any ancestral power you had disappears once you stop raging.
Calm Emotions
You can cast *calm emotions, which you can concentrate on while you are under the effects of Rage. The DC of which is equal to 8 + your proficiency bonus + your Constitution modifier. After you cast the spell in this way, you can't use this feature again until you finish a long rest. While concentrating on this spell you make concentration checks as per normal rules.
Rage
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
You have resistance to bludgeoning, piercing, and slashing damage.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
<h2>Feat/asi</h2>
Level 4: Skill Expert --> +1 STR, Prof Insight, Expertise Athletics
Class/Racial Features & Traits