Introduction

Introduced in Mystics Odysseys of Theros, the Satyr is one of the first non-humanoid playable races. 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.

Table of Contents

Classes (Customizable Origins)

This section assumes that you’re using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything. If you’re not using those rules, scroll down to the next section.

The Satyr, similar to the Yuan-Ti Pureblood, works with a wide variety of classes because Magic Resistance is such a broadly useful defensive option. The Satyr also gets two skills and tool, making the Satyr a powerful choice for any class. While you could take any tool, Dexterity-based builds should strongly consider Thieves’ Tools.

Artificer

Magic Resistance and the Satyr’s additional proficiencies make a satyr artificer broadly effective both in and out of combat.

Barbarian

Magic is the Barbarian’s greatest weakness, and the biggest design flaw in the class is that they struggle to be useful outside of combat. Magic Resistance and the Satyr’s additional proficiencies do a lot to address both of those problems.

Bard

Two skills help the Bard to expand beyond the typical Face skills, and since the Bard already gets proficiencies in musical instruments it’s easy to trade the Satyr’s instrument proficiency for any other tool.

Cleric

Most clerics get few skills, so adding additional skills can help the Cleric to expand beyond a few staple Wisdom-based skills like Perception.

Druid

Most druids get few skills, so adding additional skills can help the Druid to expand beyond a few staple Wisdom-based skills like Perception, and Magic Resistance is an excellent defense on a class with such notoriously poor defenses.

Fighter

Much like the Barbarian, the Fighter is very vulnerable to magic and often struggles to be useful outside of combat, and Magic Resistance and some additional proficiencies do a lot to make the Fighter more broadly effective.

Monk

Magic Resistance is a great defense on a relatively frail class that is mostly locked into melee, and the Satyr’s additional proficiencies help the Monk close the skill gap with the Rogue.

Paladin

Combining Aura of Protection with Magic Resistance makes the Paladin fantastically durable, and the Satyr’s additional proficiencies make it easy to explore skills beyond Face skills which the Paladin is typically expected to take.

Ranger

Like other martial characters, Magic Resistance is an excellent defense for a character who is often on the front lines of combat. The Satyr’s additional skill proficiencies help to close the skill gap between the Ranger and the Rogue.

Rogue

Magic Resistance works great in combination with Evasion, and two more skills and a tool allow a satyr rogue to really thrive with skills and tools.

Sorcerer

Magic Resistance is great on any character, and the Satyr’s additional proficiencies allow you to explore skills beyond the Face skills which the Sorcerer typically takes.

Warlock

Magic Resistance is great on any character, and the Satyr’s additional proficiencies allow you to explore skills beyond the Face skills which the Warlock typically takes.

Wizard

There are few Intelligence-based skills, so it may be difficult for the Wizard to benefit from the additional proficiencies without going beyond Intelligence-based options. Magic Resistance is as good on the Wizard as it is on any other character.

Classes (Default Rules)

Artificer

No Intelligence increase.

Barbarian

Bad ability spread.

Bard

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.

Cleric

Bad ability spread.

Druid

Bad ability spread.

Fighter

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.

Monk

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.

Paladin

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.

Ranger

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.

Rogue

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.

Sorcerer

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.

Warlock

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.

Wizard

No Intelligence increase.