Satyr 5e

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Everything To Know About D&D's Satyr Race

Dungeons & Dragons' Mythic Odysseys of Theros campaign adds different races, so players can now go on a Greek myth-inspired adventure as a Satyr.

For players wanting to create a unique new character, Dungeons & Dragons campaign Mythic Odysseys of Theros adds new races based on Greek mythology. Of these races, players who want to explore a good-spirited and adventurous character may want to consider trying a Satyr. D&D's Satyr race is known for being spontaneous and fun-loving, with a desire to explore the world and live life to the fullest. They don't get on well with characters who are stoic and tense, which could create interesting party dynamics between characters if they become part of a more serious team.

Satyrs offer a range of D&D attributes for players. Just like in Greek myths, Satyrs are a fusion of beast and humanoid. They have goat-like horns, pointed ears, and legs that look more like a goat's than a human's. They also have hooves instead of feet. Hair dusts their elbows, down their spines, and over their shoulders. This combination of man and beast is a symbol of human nature and animal instinct, which means Satyrs are far more interested in what is happening around them than the seriousness of trying to understand it. They believe life is for living and that spending time trying to understand "why" is a waste. Satyrs delight in the small things and live in the moment, making the most out of each of life's revels.

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It is important for those wanting to build a Satyr character for a Dungeons & Dragons campaign to know that Satyrs are intrinsically eccentric. The Mythic Odysseys of Theros guidebook offers players a table to consult when building their character. They can roll a D8 to help them select one of the odd traits their character could posses. These include an obsession with flowers, a desire to climb anything scalable, or a love of jolly dancing to improve bad luck. These strange tendencies just make a Satyr character more fun to play.

Dungeons & Dragons' Satyr Race Is Perfect For Eccentric Characters

Players building a Satyr have a selection of traits that will boost their character. No matter the Dungeons & Dragons campaign location, ability score increases are always handy. For Satyrs, Charisma is increased by two, and Dexterity is increased by one. They are also magic-resistant, have the ability to ram into things with their sturdy horns, and can add a d8 dice roll to any long or high jump's distance (in feet). Satyr's can also read, write, and speak Sylvan and common. They are lithe and nimble, which makes them excellent at navigating difficult terrain and risky jumps.

Satyrs would be an excellent D&D race choice for a number of classes, but their boost to Charisma makes them even more well-suited to being a Bard. For anyone picking up a campaign in Mythic Odysseys of Theros, a joyful, witty Satyr Bard could be an asset to the party. Of the many races added by Theros, the Satyr is by far the most spontaneous character choice and is perfect for a player who wants to shake off the heavier personalities that are common in Dungeons & Dragons, giving them a chance to explore the world as a carefree and genuinely inquisitive character.

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Satyr 5e

Out of all the races released in Mystic Odysseys of Theros, the Satyr has arguably drawn the most interest. It is not hard to see why, as this race is quite powerful on a number of levels. To learn more about these hooved, fun-loving creatures, dive into our Satyr 5E Guide.

Satyr 5E Guide

Below, we take a lot at the traits that make this race work in-game. Our guide goes well beyond mechanics, however, by highlighting their personalities and more.


Each Satyr gets the following traits.

Ability Score Increase. +2 to Charisma, +1 to Dexterity.

Age. Satyrs age the same as humans.

Alignment. Typically chaotic good, but can be any alignment.

Size. Satyrs are slender humanoids, sized Medium.

Speed. Base walking speed is 35 feet.

Fey. Unlike most races, you are fey as opposed to humanoid. This can have a huge impact when you are the target of certain spells and effects.

Ram. You can make an unarmed ramming attack which deals 1d4 + your strength modifier.

Magic Resistance. You have advantage on all saving throws against spells and magical effects.

Mirthful Leaps. Roll a D8 when making a long or high jump and add that number as feet that you cover. This costs normal movement.

Reveler. This gives you proficiency in Performance and Persuasion skills, plus proficiency in a musical instrument.

Languages. You can speak, read, and write Sylvan and Common.

See our Mythic Odysseys of Theros Review


Satyrs embrace life, seeking fun and adventure in a world where many are plagued with seriousness. They live free of strict rulesets, eschewing lawful order for freedom.

Satyrs are known for their revels, which is the celebration of the small things in life. Most humans associate these revels with wild debauchery, but the truth is more complicated. For a Satyr, a revel involves approaching the simple pleasure of life and being present in the moment. They are driven by intuition, following unpredictable paths.


There are many eccentric races in the 5th Edition of D&D, but Satyrs arguably take the cake. Each of them has their own way of going about the world, but rest assured these pranksters tend to stand out. If you need inspiration for your Satyr’s eccentric nature, see the table below.

1Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2There isn’t a tree or statue that isn’t fun to climb.
3Nothing wards off bad luck like a jolly dance.
4Sometimes talking to a plant really helps.
5If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a splendid pipe.
6I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.
7Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem.
8If I have something really important to say, I always make sure to sing it.

Satyr Names

Each Satyr is given a whimsical name based on their personality. Both males and females have their own common names, but many Satyrs go by a nickname.

Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi

Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon

Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes

Homeland in Theros

In Theros, Satyrs call Skola Vale home. This Vale is full of tree and lush greenery, blessed by the Goddess Nylea. The forests are bountiful, allowing the Satyrs to roam freely without the need for permanent settlements.

In Satyr culture, there are few distinctions between members of the race. That said, there are three notable groups some Satyrs fall into in Theros.

  • Dawngreets. Emissaries that travel outside of the Vale to spread the word of Nylea and host revels.
  • Nylea’s favored. A circle of Satyr druids tasked with protecting the greenery of the Vale.
  • Sibyls. Visionaries with the ability to see the future, Sibyls are the closest thing Satyr culture has to leaders.

Suggested Classes

Thanks to the ability spread, it is not hard to optimize a Satyr character. Here are a few class options we like for them.


This is the obvious choice. Satyr Bards are great flavor, but they also make a lot of sense in the mechanics of 5E. Bards are heavily reliant on Charisma, and they make for a great party face. Satyrs fit into this mold nicely with a +2 Charisma bonus and two additional proficiencies thanks to Reveler.


I love the idea of a Warlock Satyr. Warlocks use charisma as casters (or for hexblade builds), making a Satyr an obvious choice. Their resistance to magic also has the potential to be beneficial to this class.


If you are hoping to focus on just casting, sorcerer is another strong option for a Satyr. The +2 bonus to Charisma is excellent, and the proficiency bonuses are something you might not otherwise pick up.

Concluding our Satyr 5E Guide

There is a consensus that the Satyr is the strongest Theros races released in Mythic Odysseys of Theros. I would agree there is a lot to like, although I’m not sure some of the Reddit-based panic over balance issues is warranted.

Yes, magical resistance is great. Yes, the ability increases are very complimentary. Sure, free skill proficiencies and a decent buff to foot speed and jumping is nice. But there are drawbacks as well. Some spells impact Fey in extreme ways, and magic resistance is not always as useful as you might think. All told, I think this is a fun class that fits well with the high-level adventure feel of Theros.



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Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Satyrs mature and age at about the same rate as humans.

Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.

Speed. Your base walking speed is 35 feet.

Fey. Your creature type is fey, rather than humanoid.

Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Languages. You can speak, read, and write Common and Sylvan

Source: Mythic Odysseys of Theros

Satyr Names

Satyrs have names that they draw from legends and myths-and from the powers that rule over the realm of the fey.

Male Names: Adrastos, Aeolus, Brontes, Castor, Cephalus, Glaucus, Helios, Iacchus, Kreios, Lycus, Melanthios, Okeanos, and Proteus.

Female Names: Acantha, Astraea, Briseis, Clio, Erato, Harmonia, Ianthe, Jocasta, Melete, Phaedra, Phoebe, Selene, and Tethys.

Base HeightHeight ModifierBase WeightWeight Modifier
4’6+2d8 in130lb.x(2d4)lb.

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Satyrs [D\u0026D] the Best Race in Dungeons \u0026 Dragons (5th Edition Races Explored \u0026 Explained)

D&D 5th Edition

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Magic Resistance: The satyr has advantage on Saving Throws against Spells and other magical Effects.


Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Show Attribute List



Roll 0

Roll 1

Shortsword 1d20 + 5 1d6+3

Roll 2


Perception +2, Performance +6, Stealth +5

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5e satyr

Satyr Features

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D\u0026D 5e Satyr Race Review - RP and Build Tips - Mythic Odysseys of Theros

DnD 5e – The Satyr Handbook

Last Updated: September 8, 2021


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.


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


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.


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.


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


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.


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.


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.


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.


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.


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.


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.


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.


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)


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.


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