DnD 5e Satyr Handbook

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, the original version of the Satyr comes with some challenges. While they’re mostly fine, Magic Resistance is a serious problem, and WotC still published the Satyr with the original version of Magic Resistance despite vocal outcry on social media.

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.

The custom origin version of 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 a tool, making the Satyr a powerful choice for any class. While you could take any tool, Dexterity-based builds should strongly consider Thieves’ Tools.

The updated version of the Satyr published in Monsters of the Multiverse uses an updated version of Magic Resistance which only applies to spells, making the Satyr less problematic without losing any of the things that make the Satyr fun. Since they were also returned to fixed skill proficiencies, the updated Satyr is once again predisposed to Charisma-based classes. They also remain in competition with the Yuan-Ti for builds resistant to magic. In general, the Satyr is better for Face characters, but otherwise the Yuan-Ti is likely a better choice.

Table of Contents

Satyr Versions

There are essentially three versions of the Satyr. The original version of the Satyr was published in Mythic Odysseys of Theros.

The introduction of the custom origin rules in Tasha’s Cauldron of Everything gave us the second version of the Satyr, allowing you to reassign their ability score increases, their two skill proficiencies, and their tool proficiency (instruments are a tool).

Most recently, the Satyr was updated in Monsters of the Multiverse, but the changes were extremely minor. Satyrs now use the new standard method for ability score increases (+2/+1 or three +1’s), their natural weapon damage was raised to 1d6 alongside every other race with natural weapons, and Magic Resistance was weakened to only apply to spells the same way that WotC did with the Yuan-Ti. And like the Tabaxi, they went back to fixed proficiencies. The updated version is outright less powerful than the custom origin version, but I think the updates bring it more in line with other races.

Satyr Classes (MMoM)

Artificer

Magic Resistance and a tool proficiency. Artificers are extremely resilient physically, but they are weak to attacks from spells, so Magic Resistance is a helpful addition.

Barbarian

Barbarians are very susceptible to magic, so Magic Resistance is a great defense. Mirthful Leaps can help get over difficult terrain, which is helpful for a class almost entirely locked into melee. The skill and tool proficiencies aren’t especially helpful.

Bard

Charisma-based spellcasting synergizes well with the Satyr’s skill proficiencies, and Magic Resistance is always nice.

Cleric

Magic resistance is nice, but that’s basically all that you get.

Druid

Druids are notoriously frail, so defenses like Magic Resistance are appealing. However, they have no use for the Satyr’s skill proficiencies.

Fighter

Fighters are very susceptible to magic, so Magic Resistance is a great defense. Mirthful Leaps can help get over difficult terrain, which is helpful for a class almost entirely locked into melee. The skill and tool proficiencies aren’t especially helpful.

Monk

Magic resistance is nice, but that’s basically all that you get.

Paladin

The Satyr’s best martial option, paladins have enough Charisma to make Face skills viable, so thei extra proficiencies are nice. Between Aura of Protection and Magic Resistance, you’re extremely resilient to hostile spells.

Ranger

Ranger typically don’t make good Face characters, and two skill proficiencies won’t fix that. Magic Resistance is nice, but that’s basically all that you care about.

The Fey Wanderer is an exception, allowing rangers to add Wisdom to same Face skills. That unique combination makes the skill proficiencies worthwhile, but it’s only one subclass.

Rogue

Rogues carry a lot of weight with skills, so getting two more is always nice, though Performance rarely sees use. If you just want the skills, something like the Tabaxi will work better, but for a highly-skilled rogue with Magic Resistance there are no better options.

Sorcerer

Charisma-based spellcasting synergizes well with the Satyr’s skill proficiencies, and Magic Resistance is always nice.

Warlock

The Warlock’s Charisma-based spellcasting and love for Face skills makes them a great combination with the Satyr. Magic Resistance is very helpful for warlocks since they don’t have enough spell slots to spend them on Counterspell like other arcane spellcasters.

Wizard

Magic Resistance is great, but wizards can cast Counterspell and preparing is a minor commitment of the Wizard’s relatively vast resources, and Magic Resistance is basically the only thing that you get.

Satyr 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.

Artificer

Magic Resistance and the 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.

Satyr 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 additional proficiencies pile on top of the Bard’s already above-normal number of skill proficiencies, giving a 1st-level 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 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.