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DnD 5e - The Satyr Handbook

Last Updated: June 5th, 2020

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RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances.
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Introduced in Mystics Odysseys of Theros, the Satyr is the first non-humanoid playable race. Satyrs are an interesting mythological creature, popular in Greek folklore, Shakespear's works, and even in more modern works like Chronicles of Narnia. While there's a bit more to them, they can best be summarized as goat-people fey who love to party.

Mechanically, Satyrs come with some problems. While they're mostly fine, Magic Resistance is a serious problem and WotC doesn't appear to have learned from the Yuan-Ti Pureblood that many DMs simply won't allow the feature at their table. Beyond that, Dexterity and Charisma is a novel pairing that works for quite a few builds, and the Satyr's other traits come with a lot of fun flavor. Satyrs are Fey rather than humanoids (this is not the first instance of this; centaurs predate satyrs considerably), so you're immune to spells like Hold Person, but you may have more trouble with spells like Banishment. Mirthful Leaps seems like a weird "ribbon" ability with little mechanical impact, but you can use it to jump over spaces which are difficult terrain, allowing you to move about in combat more easily in some cases.

If you're concerned about the Satyr's Magic Resistance, consider replacing it with the Gnome's Cunning feature, which has similar but less-powerful effects.

Classes (Default Rules)

This section assumes that you're not using the option "Customizing Your Origin" rules presented in Tasha's Cauldron of Everything. If you are using those rules, scroll up to the previous section.


No Intelligence increase.


Bad ability spread.


The Bard is easily the most obvious option for the Satyr. Dexterity and Charisma work for any build, and the Satyr's additional proficiencies pile on top of the Bard's already above-normal number of skill proficiencies, giving a 1st-level satyr bard a total of 7 skill proficiencies (counting the two from your background) and 4 musical instrument proficiencies.


Bad ability spread.


Bad ability spread.


The Satyr's Dexterity increase is enough to make the Fighter work, and with free proficiency in Persuasion and a Charisma increase, a satyr fighter can make a decent Purple Dragon Knight, and could serve as your party's Face. Magic Resistance offers additional protection against spells, which are normally a serious threat to fighters.


Dexterity is the only thing that the Monk absolutely needs, which is good because the Satyr doesn't offer much else that the Monk needs. Magic Resistance is always powerful, but it's no better for the Monk than for any other class.


With Magic Resistance, Fey creature type, and Aura of Protection, you're nearly unassailable. Dexterity builds are abnormal for paladins, but totally possible. Be sure to focus on keeping your AC high, and you'll live a long life of partying and adventures.


Dexterity is the only thing that the Ranger strictly needs, and a Charisma increase and some extra skills help the Ranger compete with the Rogue's capabilities with skills. I would still avoid trying to be a Face for risk of being heavily MAD, but it's possibly if your party doesn't have a better choice for a Face.


Dexterity and Charisma are great for a rogue, and with the Satyr's additional skill proficiencies it's easy to cover a broad range of skill-based roles. Keep in mind that Ram can't deliver Sneak Attack, unfortunately.


A Charisma increase is great for your spellcasting, and a Dexterity increase and Magic Resistance provide excellent defensive options. The Satyr's additional skill proficiencies make it easier to serve as your party's Face, though you can't compete with the Bard.


A Charisma increase is great for your spellcasting, and a Dexterity increase and Magic Resistance provide excellent defensive options. The Satyr's additional skill proficiencies make it easier to serve as your party's Face, though you can't compete with the Bard.


No Intelligence increase.