Satyr
Ability Score Increase +2 Cha, +1 (Based on Horn)
Size Medium
Speed 30ft
Ability Score Improvement – Your Charisma score increases by 2 and you gain +1 to an ability score based on your choice of horns.
Age – The magical essence of the fey grants Satyrs a suitably long lifespan, reaching maturity by 20, and can live up to 200 years on average.
Alignment – As creatures of the feywild Satyrs are beings bent towards a chaotic attitude, with no interest to branch into the questions of morality the Satyrs prefer neutrality.
Size – Satyrs stand near the same height of most humans, rarely holding a height greater than 6 feet. Weighing an average of 150 pounds, Your size is Medium.
Speed – Your base walking speed is 30 feet.
Darkvision – Accustomed to twilit forests and the night sky, 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 Creature – Satyrs are creatures with both the fey and humanoid subtype.
Laughing Mad – Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.
Dragon – +1 Wisdom – These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight, Perception, and Persuasion.
Languages – You can speak, read, and write Common and Sylvan. Sylvan is a majestic language native to the planar lands of the feywild, filled with song-like words that roll gently off the tongue as if magic was imbibed in every syllable.
Fae-Lost
Long have mothers told their children of the mischievous Fae. In Dolten, these are truths. For in the northern woods of the Abhorrent Arboreal, lies the Fae wood. Their have been many children that have gone missing do to the strange actions of the Fae. However, even though many are stolen, some make thier back home. But even though they may return, these children are forever changed.
You were one of these children. the reason you were taken is irrelevant, all you remember are flashes of horrible beauty and unsettling laughter. These errant memories still haunt you to this day. But, you learn to live with it. It’s not all bad after all.
The Fae-Lost walk with a strange air about them. This strange presence has made some things easier on you. Your spell DC for Enchantment spells is increased by 1.
You have always had heightened senses, probably do to the vivid sensations you were exposed to, forced your body to adapt. Skill Prof – Perception
Corruption Bonus – +1 Charisma
Corruption Ability: You suffer the wrath of the druids of the storm. You have vulnerability to lightning damage.
Restless Geld
"My soldiers do not eat, sleep, nor blink, try you best paladin."
Benefits
+2 Constitution, +2 Wisdom
You gain resistance to all physical damage from nonmagical sources and necrotic damage.
You are immune to disease and poison.
Detriments
You cannot be resurrected. (This includes Revivify)
You gain -1 MV from each mission you complete
Observant - lvl 4
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
https://5e.tools/classes.html#druid_phb,state:feature=s0-0
https://5e.tools/classes.html#druid_phb,state:feature=s0-1
https://5e.tools/classes.html#druid_phb,state:feature=s1-0
Loyalty 1
Nightshade
This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy. At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.
Class/Racial Features & Traits