Faun
Despite the immense amount of diverse inhabitants of the Feywild, the Faun may be the most common sight amongst its mind-boggling amount of odd creatures. In the ancient days, many elves sought refuge in the newly created Feywilds to escape the Desolation at the hand of Satragor. While they were already of Old Fey origin, this new Fey wild eventuality altered them in this new form. Despite primarily residing in the Feywild, Faun kind also inhabits the material plane, establishing forest mazes fortes around locations where the barrier between the material plane and the Feywild intersects. They tend to seek out Wood elf remnants and join up in an alliance.
Faun Biology
- ( 1) Dexterous. +1 to your Dexterity score.
- (-1) Simple. -1 to your Intelligence score.
- Size. Medium.
- ( 2) Powerful Build. Requirement: Pan Lineage: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You are also able to wield slightly larger weapons.
- Add 1 foot to your base height, increase your base weight by 50%, and you roll one additional die to determine weight and height.
- Speed. 35 feet.
- Mortal Fey. You are a Fey that has a mortal shell.
- Spells and abilities that state effects or conditions specifically regarding Fey affect you.
- While in the Feywild, you don't age. And you don't risk losing your memories when exiting.
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You take twice the amount of damage from a weapon that is made of cold iron (wrought iron). Physical contact with cold iron deals 1d8 points of psychic damage.
- 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.
- ( 2) ✦ Magic Resistance. You have advantage on saving throws against spells and other magical effects.
- ( 1) ✦ Ram Horns. You have curving horns growing out of your head that are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Faun Ethnology
- ( 1) Stout. +1 to your Constitution score.
- (-1) Foolish. -1 to your Wisdom score.
- ( 1) ✦ Playful Charm. You have Proficiency in the Performance Skill.
- ( 1) Trapper. You have advantage on Checks to spot traps and Checks to Hide traps.
- ( 1) Brewers intuition. Whenever you make a skill check related to tasting alcohol, brewing beer, or cooking with wine, or any other skill checks related to alcoholic beverages, you add your proficiency bonus to the roll. The bonus stacks with any already existing bonuses.
- ( 1) Timberwalk. Ability checks made to track you are made at disadvantage, and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
- ( 1) Sleepless Reveler. You can't be put to sleep with Magical means.
- (-2) Scatterbrained. You have disadvantage on your Concentration checks.
Faun Lineages
Once, there only existed the Satyr. Being every bit the rambunctious revelers that their reputation portrayed them as. Hoasting and partaking in parties that not even the demigods could decline. Though when the flow of magic upon the material pane diminished to a mere trickle, the separation between he outer and inner planes trapped a slew of them in the muted world of mortals. To survive, they had to forgo many of their descendant ways to survive. Creating the Pan Faun, hardened woodland creatures that many of man had lost more than their lives to.Satyr
- ( 1) Charming. +1 to your Charisma score.
- ( 1) Compelling Character. You have Proficiency in the Persuasion Skill.
- ( 1) ✦ Instrumentalist. You gain Proficiency with an instrument of your choice.
- ( 1) Scrapper. You have resistance to damage from the first opportunity attack made against you during each of your turns.
- ( 1) Applied Aid. You can use this trait to take the Help action as a bonus action.
- You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- If you are level 8 or higher, you can use your next ability score improvement to spend 2 points to pick this feature again. Doing so allows you to take the Help action as a bonus action without limit.
- ( 2) Enthralling Tune. As an action, you play an instrument that you are proficient with to induce a sense of revelry within people around you. Choose up to four humanoids within 30 feet of you who can see or hear you. Each target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. While charmed in this way, a creature is captivated by your presence, idolizes you, and will take part in your revels, avoiding hostility against you. The effect immediately ends if the target takes damage, if you attack them, or if they witness you harming one of their allies.
- You can expend an action on subsequent turns to maintain the charm on the targets. The charmed creatures can make a saving throw at the end of their turns.
- The features DC is 8 + your Constitution modifier + your Proficiency Bonus.
- If you have bardic inspiration dice, you can expend a die and add the result to the DC.
Pan
- ( 1) Strong. +1 to your Strength score.
- ( 1) Menacing Presence. You have Proficiency in the Intimidation Skill.
- ( 1) ✦ Horn grooming. Requirement: Horns: Your horns grow in lethality, increasing the damage die size dealt by your horns by one. The maximum damage dice size is 1d8 if you are medium, 1d10 if you have the powerful build race feature, and 1d12 if you are of the large size category.
- ( 1) Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
- ( 1) Sword training. You have Proficiency with martial weapons that are hilted and long-hilted (such as rapiers, longswords, and greatswords).
Basic Information
Behaviour
Satyr Faun have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires. To see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic people, satyrs rarely let the moodiness of others hinder their own happiness.
Pan Faun are stoic watchers of the wilds. Raised in the material world, they tempered their rowdiness in the pursuit of survival for themselves and the wilds. However, if times call for it, they will indulge in roudines and carousing to an exceptional degree.
Scientific Name
Capripes Sylvanus
Lifespan
Faun reach adulthood at 20, and can grow up to 180 years old.
Average Height
4′ 8″ +11(2d10) feet
Average Weight
100+ (11(2d10) x 5(2d4)) lb
