Physical Description
Satyrs resemble slightly stocky humans with furry lower bodies and cloven hooves similar to that of goats. Satyrs have pointed ears similar to an elf, and horns that vary from small stubs about two inches long to large and curled ram's horns that protrude about two feet from their head. Their hair ranges from the more common brown to hues of reddish orange and the rare white. They usually sport bushy beards, or at least a goatee. Satyrs' eyes are usually blue or brown, however some satyrs have yellow eyes that resemble a goat's. They are relatively short, around 5 ft.
History
Satyrs were originally denizens of the Feywild, and some still reside there. However, the sheer amount of revels, indulgences, and parties in the Material Realm by its inhabitants lured many Satyrs to journey from their home plane to the Material Plane, where they reside today, making merry in the forest and trying to spread a good time wherever they venture.
Society
Satyrs live in small clans of about a dozen to two dozen, though they are fiercely independent and view such gatherings as temporary at best. They make their homes in small burrows under trees, and always keep their stock of food and drink filled to the brim, though they rarely stay home to partake of it, often going out to celebrate at some massive revel or explore the world for new experiences.
Hedonistic by nature, satyrs are always searching for parties to crash, beauties to woo, and songs to sing. Satyrs are known to celebrate any festival they can find and even invent one or two just as an excuse to make merry. Satyrs enjoy seducing members of humanoid races, resorting to their enchanted flutes if necessary to win over their victims. The children born from these encounters are always satyrs themselves, and are usually stolen from the mothers by their satyr kin.
Charm of the Satyr
Once per Long Rest the Satyr can temporarily increase their Charisma ability by +2 for the purposes of dealing with a specific race and gender. This increase lasts for 1d4 hours after which the Satyr's Charisma returns to normal.
Fey Ancestry.
You have advantage on saving throws against being charmed and magic can't put you to sleep.
Pipes.
You can use panpipes (that you begin play with) as an arcane focus to cast spells. You know the vicious mockery cantrip. Once you reach 3rd level, you can cast entangle with this trait, and starting at 5th level, you can also cast suggestion with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Exotic Body.
Normal articles don't fit you, and your people do not clothe or armor themselves. Any garments you wish to wear must be custom-made with a material cost equal to the base item plus 50%. This does not include any service fee a craftsman may charge you.
Charmed Speech.
You are proficient in the Survival and Persuasion skill.
Drunken Foolery.
You have advantage on saving throws against anything you ingest and on Intelligence (Investigation) checks to locate social gatherings. In addition, you can dance, sing, or play music without experiencing exhaustion.
Ram.
You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Languages. Common, Fey