Satyr

Originating in the Feywild — a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

Ability Score Increase. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.

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

Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

Creature Type. You are a Fey.

Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is 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 or Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. If you use your action to dash, you can make an attack with your horns as a bonus action.

Magic Resistance. You have advantage on saving throws against spells, and you can't be charmed

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 and Sylvan.