Satyr Guide 5e

Published on January 26, 2022, Last modified on May 16th, 2022

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What is this guide?

This guide is meant to give you an idea of whether or not the satyr will be right for your 5e character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your satyr. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Black is a trait shared by many races and or will not impact the effectiveness of your character build
  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Tasha's Cauldron of Everything Update

Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.

What are Satyrs in 5e?

Source: Mythic Odyessys of Theros

Most satyrs appear as half-humanoid, half-goat creatures that stem from a cross between nature spirits and humans. Most satyrs are easily identified by their goat horns and goat lower extremities. Satyrs are known for their hedonistic tendencies. They typically lack restraint and will follow whichever of their fancies they desire at the time.

Satyr 5e Traits

Ability Score Increase: +2 CHA and +1 DEX is perfect for CHA casters as it pumps their spellcasting ability and offers a small bump to survivability.

Speed: 35 feet movement is great for the types of builds that would be interested in satyrs, as it allows them to stay out of range of enemies more effectively.

Fey: Being the fey creature type allows you to avoid some pretty nasty spells, like hold and dominate person. You are more susceptible to other spells, like hallow and protection from evil and good, but these aren’t as bad as the spells you gain immunity to. Your biggest worry with being a fey is the banishment spell, though this is more effected by your backstory than your creature type.

Ram: A natural weapon is never a bad thing, but 1d4 + STR really doesn’t offer much in terms of viability in combat.

Magic Resistance: Getting advantage on saving throws against magic and other magical effects is INSANE and actually quite a controversial point for the satyr class. A lot of people think that this ability is simply too powerful to give to a player character at 1st level, on top of all the other abilities granted to the satyr, and those people would have a fair point.

Mirthful Leaps: Extra jump distance is never a bad thing, but the fact that the bonus is determined randomly and can be between 1 feet or 8 feet makes this ability unreliable.

Reveler: For a race that gives +2 to CHA, getting a free proficiency in an important face skill and a decent CHA skill is quite a nice added bonus.

Which 5e Classes Work With Satyrs ?

This race is absolutely perfect for CHA-based casters. It provides a perfect array of ASIs, gives a boost to movement speed, and the magic resistance will enable you to be a nightmare for other casters.

Artificer: No INT makes this a tough sell for artificers, which is unfortunate because they would love the extra movement speed and resistance to magic.

Barbarian: No STR or CON for barbs, but this race is STILL worth considering. The extra movement speed can help close the distance with enemies, the natural weapons will work well with your STR, and the resistance to magic will make you harder to put down (or be mind controlled).

Bard: Perfect ASI array, synergistic skill proficiencies, magic resistance, and extra movement. This race is one of the best available for bards.

Druid: No WIS for spellcasting but the CHA won't be wasted because of the face skills the race comes with. Magic resistance is always worth it, as it the extra movement.

Fighter: No STR or CON, but could be the start of a solid DEX-focused build. The Magic Resistance is amazing for the party's tank and the extra movement can help you navigate the battlefield. Choosing a STR-focused build could still be worth it, but the natural weapons aren't a big enough draw if you're debating between STR and DEX.

Monk: Small DEX bonus but no WIS or CON can hurt the multi-ability dependent monk. The Magic Resistance and extra speed are great, but the unarmed weapon will be outshone by your fists of death.

Paladin: +2 CHA is a great start as it pumps your spellcasting ability modifier. Magic Resistance will be great for tanking and the extra movement can help you close the gap with enemies to unleash your smites.

Ranger: Extra movement and Magic Resistance can help mitigate only getting a +1 to DEX.

Rogue: Extra movement and Magic Resistance can help mitigate only getting a +1 to DEX.

Sorcerer: Perfect ASI array, face skill proficiencies, extra movement, and Magic Resistance make this an ideal class for the sorcerer.

Warlock: Perfect ASI array, face skill proficiencies, extra movement, and Magic Resistance make this an ideal class for the warlock.

Wizard: No INT really hurts the viability here for a wizard. The Magic Resistance and extra movement speed are good enough to make the satyr race a consideration though.

Sources Used in This Guide

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in character creation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios. Follow Mike on Twitter.

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