Satyr Guide 5e
Published on January 26, 2022, Last modified on May 16th, 2022
Johannes Voss - Wizards of the Coast - Gallia of the Endless Dance
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.
Sources Used in This Guide
- BR: Basic Rules
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything