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Satyr Race Guide: D&D 5e (2014)
dnd 5e 2014

Satyr Race Guide: D&D 5e (2014)

14 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 5e
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  4. >Satyr Race Guide: D&D 5e (2014)

The short answer

Satyrs from Mythic Odysseys of Theros get +2 Charisma, +1 Dexterity, the Fey creature type, 35-foot speed, Magic Resistance (advantage on saves against spells and magical effects), Ram, Mirthful Leaps, and Performance and Persuasion proficiency. They are among the best races for Bards, Sorcerers, and Warlocks.

Introduction

Satyrs are one of five new player races in Mythic Odysseys of Theros, and they build a clear identity around two things: a Charisma-forward ability score line that fits directly into the game's social and spellcasting classes, and a defensive trait, Magic Resistance, that is stronger than almost anything else available to a player character at 1st level. Where a race like Triton spreads its bonuses across three stats, the Satyr commits hard to one: +2 Charisma, with a +1 Dexterity kicker that supports AC and initiative rather than a second primary stat.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Ability Score Increase: +2 Charisma, +1 Dexterity
  • ● Speed: 35 Feet
  • ● Fey (Creature Type)
  • ● Ram
  • ● Magic Resistance
  • ● Mirthful Leaps
  • ● Reveler
  • ● Languages: Common + Sylvan
  • Ability Scores
  • Best Classes
  • ● Bard
  • ● Warlock
  • ● Sorcerer
  • ● Paladin
  • ● Cleric
  • Worst Classes
  • ● Wizard
  • ● Barbarian
  • ● Druid
  • ● Fighter
  • Best Feats
  • ● Fey Touched
  • ● Actor
  • ● Lucky
  • ● Mobile
  • ● Resilient (Wisdom)
  • Multiclassing Considerations
  • Example Build: Satyr College of Eloquence Bard (Levels 1-10)
  • FAQ
  • Final Notes

The trait list backs up that identity. Fey creature type removes you from the target list of every humanoid-only spell and effect. Ram gives you a natural unarmed strike that costs nothing to use. Mirthful Leaps turns every jump into free extra distance. Reveler hands you two skills and an instrument at character creation, for free. But Magic Resistance is the trait that decides how good this race actually is: advantage on saving throws against spells and other magical effects, unrestricted by school or source, on every Satyr regardless of class.

Source: Mythic Odysseys of Theros

D&D 5e Satyr Race


Disclaimer

Ratings use a four-color system reflecting mechanical value in a general 5e 2014 context:

  • ● Red - Poor or situational.
  • ● Orange - Situationally useful.
  • ● Green - Good. Solid mechanical value across most builds.
  • ● Blue - Excellent. A meaningful advantage in most situations.

Racial Traits

Satyrs have no subraces. All traits below apply to every Satyr character.

● Ability Score Increase: +2 Charisma, +1 Dexterity

A stat line built for CHA-primary classes with a DEX kicker that improves AC, initiative, and Dexterity saves rather than competing for a second primary role. +2 CHA lands directly on Bard, Sorcerer, and Warlock spellcasting, and on a Paladin's spell save DC and Aura of Protection. +1 DEX is never wasted: it is a small, universal improvement to AC in light or no armor and to a save that comes up constantly against traps, breath weapons, and area spells.

● Speed: 35 Feet

Five feet faster than the 30-foot default most Medium races carry. On its own this is a modest edge, but paired with Mirthful Leaps below, it turns the Satyr into a race that crosses ground and gaps other characters cannot manage in a single turn.

● Fey (Creature Type)

Your creature type is Fey, not Humanoid. A meaningful number of spells and monster abilities are written to target humanoids specifically: Hold Person, Dominate Person, and any class feature keyed to the humanoid type simply do not function against a Satyr. That is a passive, always-on defensive edge that costs nothing to use and never needs a good roll to matter.

● Ram

You can make unarmed strikes with your head and horns, dealing 1d4 plus your Strength modifier bludgeoning damage on a hit. This is a real natural weapon, always available and never disarmed, but it scales off Strength while the rest of the Satyr kit points toward Charisma and Dexterity. Most Satyr builds will not invest in Strength, which keeps Ram as a fallback option rather than a build pillar.

● Magic Resistance

You have advantage on saving throws against spells and other magical effects. This is the marquee trait of the race, and it deserves to be read carefully: it is not restricted to a single school of magic, a single damage type, or a single source. Every save against every spell and every magical effect gets advantage, all the time, with no resource cost and no rest limit. Few racial traits in the 2014 catalog offer this much unconditional defensive value. It protects a squishy CHA caster from enemy control spells exactly as well as it protects a frontline Paladin from a lich's fireball. It does not help against non-magical effects such as a dragon's breath weapon or poison, and it stacks cleanly with class features like Paladin's own Aura of Protection rather than competing with them.

● Mirthful Leaps

Whenever you make a long or high jump, roll a d8 and add the result to the distance covered, even on a standing jump. The extra distance still costs movement as normal, but the trait is free, has no rest limit, and applies to every jump you make. Combined with the 35-foot base speed, it gives a Satyr unusually strong battlefield mobility for crossing chasms, hazards, and difficult terrain without a spell.

● Reveler

You gain proficiency in the Performance and Persuasion skills, and proficiency with one musical instrument of your choice. This is two skill proficiencies and a tool proficiency, granted for free at character creation with no trade-off. Both skills are core social-pillar tools that a party frequently lacks a dedicated user for, and pairing them with a CHA bonus makes a Satyr an efficient face character even outside a Bard build.

● Languages: Common + Sylvan

Sylvan is a strong thematic and mechanical pickup for any campaign touching the Feywild or fey creatures, and it is rarely a wasted language choice in a setting with a meaningful fey presence.


Ability Scores

StatBonusClasses Benefited
CHA+2Bard, Sorcerer, Warlock, Paladin
DEX+1All classes (AC, initiative, DEX saves)

The Satyr's ability score line is one of the more focused packages in the 2014 catalog: a single dominant bonus on a single stat, with a universally useful secondary bump. There is no tertiary stat to plan around, which simplifies Point Buy and standard array placement compared to a race that spreads bonuses across three abilities.


Best Classes

● Bard

The cleanest pairing available. +2 CHA lands on the Bard's primary spellcasting stat, and Reveler's Performance proficiency and musical instrument overlap thematically with the class from level 1, even though they do not stack with proficiencies the Bard class itself grants. Magic Resistance protects a Bard from the save-based control spells that most threaten a low-HP caster, and the +1 DEX helps a Bard's AC in the light armor most builds wear.

● Warlock

Warlocks are all-in on CHA for spell attacks and save DCs, and the Satyr's +2 CHA is the largest single-stat bonus available to the class from a Theros-legal race. Magic Resistance is especially valuable here: a Warlock has few built-in defenses against enemy spellcasters, and unconditional advantage on every magical save closes that gap without spending an Invocation or feat on it.

● Sorcerer

Same logic as Warlock: CHA drives everything a Sorcerer does, and the Satyr delivers the largest available bonus to it. A Sorcerer's low hit die and light armor make Magic Resistance disproportionately valuable, since a failed save against an enemy caster's control spell is one of the fastest ways a Sorcerer loses a fight before it starts.

● Paladin

A strong secondary pick. Paladins use CHA for spellcasting, spell save DCs, and Aura of Protection, all of which benefit from +2 CHA. The catch is that Paladin's melee damage still wants Strength, which the Satyr does not provide, so a Satyr Paladin leans on CHA-based utility and defense rather than a maximized attack line. Magic Resistance stacking with Aura of Protection against saving throws in particular makes a Satyr Paladin exceptionally hard to control with spells.

● Cleric

A reasonable, if secondary, fit. Cleric's primary stat is WIS, which the Satyr does not touch, but CHA supports domains and multiclass dips that lean on Charisma-based turning or channel effects, and the DEX bump helps AC for a lighter-armor Cleric build. Magic Resistance is valuable for any caster, Cleric included, since it applies regardless of which stat drives your own spellcasting.


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Worst Classes

● Wizard

Wizards need Intelligence, which the Satyr does not provide. Neither +2 CHA nor +1 DEX touches a Wizard's spellcasting, and Magic Resistance, while still useful defensively, is not enough on its own to make up for missing the primary stat entirely.

● Barbarian

Barbarians want Strength and Constitution, neither of which the Satyr boosts. Ram's Strength-based damage is a mismatch for a race whose own ability bonuses point elsewhere, and Reveler's social skills go largely unused on a class built around combat rather than persuasion.

● Druid

Druids need Wisdom, which the Satyr misses entirely, so this sits below the CHA-primary classes. The fey theme is a strong roleplay match for a Druid concept, and Magic Resistance still protects any caster from hostile magic, but the ability score line is fighting uphill on the class's primary spellcasting stat throughout the campaign.

● Fighter

A Strength or Dexterity Fighter gets only partial value: the +1 DEX helps a Dexterity-based build's AC and initiative, but the +2 CHA is wasted on a class with no Charisma dependency. Magic Resistance is still a real upside for any frontliner, which keeps this from falling further, but better races exist for a pure martial Fighter chassis.


Best Feats

● Fey Touched

Doubles down on the Satyr's fey identity: misty step plus one 1st-level divination or enchantment spell, each castable once per long rest without a slot, plus +1 to CHA, WIS, or INT. On a Satyr, the CHA option pushes toward 20 CHA earlier than an ASI alone would allow.

● Actor

A natural extension of Reveler. Actor adds +1 CHA, advantage on Deception and Performance checks when passing yourself off as someone else, and the ability to mimic voices and sounds, reinforcing a face-of-the-party build that a CHA-primary Satyr is already positioned to run.

● Lucky

General-purpose, but especially strong on a race that already stacks the odds on magical saves. Lucky covers the non-magical saves and attack rolls that Magic Resistance does not, rounding out a Satyr's overall consistency across an entire session.

● Mobile

Pairs with the Satyr's existing mobility package. An extra 10 feet of speed on top of the racial 35 feet, combined with Mirthful Leaps, gives a Satyr an unusually large threat range for repositioning around the battlefield without provoking opportunity attacks.

● Resilient (Wisdom)

Magic Resistance does nothing against Wisdom saves forced by non-magical effects. Resilient covers those, and most Satyr builds otherwise neglect Wisdom. Not essential, but a solid pick for a party without a dedicated Wisdom-save specialist.


Multiclassing Considerations

Bard + Warlock: Both classes are entirely CHA-driven, so the Satyr's +2 CHA serves either half of the multiclass equally well. A short Warlock dip adds Eldritch Blast and an Invocation on top of a Bard's spell list, while Magic Resistance covers the defensive gap either class leaves on its own.

Sorcerer + Warlock: The classic "Coffeelock" or Sorlock structure benefits from a single dominant CHA bonus rather than a split stat line, and the Satyr provides exactly that. Ram gives a Strength-independent backup melee option that a pure caster otherwise lacks entirely.

Paladin + Sorcerer: A short Sorcerer dip adds Metamagic access to smite spells for a CHA-primary Paladin, and since both classes want the same stat, the Satyr's ability score bonus supports the entire multiclass rather than being split across two different primary stats.


Example Build: Satyr College of Eloquence Bard (Levels 1-10)

Race: Satyr | Class: Bard (College of Eloquence) | Background: Entertainer

Ability Scores (Point Buy, before racial): CHA 15 (+2 racial = 17), DEX 14 (+1 racial = 15), CON 14, WIS 12, INT 8, STR 8

LevelKey FeatureNotes
1Bard 1Bardic Inspiration online. CHA 17 at level 1, advantage on every magical save from Magic Resistance
2Bard 2Jack of All Trades, Song of Rest
3College of EloquenceSilver Tongue, Unsettling Words
4ASI: CHA 19Spell save DC, spell attacks, and Bardic Inspiration uses per rest all improve
5Bard 5Font of Inspiration, third-level spells
6Unfailing InspirationBardic Inspiration dice no longer consumed on a failed roll
8ASI: CHA 20Maximum CHA reached
10Magical SecretsTwo spells from any class added to your spell list

Key Features in Play:

  • Magic Resistance gives this Bard advantage on every save against enemy control spells, exactly the failure state a low-HP caster fears most
  • Reveler's Performance proficiency overlaps with the Bard's own social kit from level 1, reinforcing an Entertainer background thematically even though it does not stack mechanically with class-granted proficiencies
  • Mirthful Leaps lets this Bard clear hazards and reposition without spending a spell slot on mobility
  • Ram provides a Strength-independent unarmed option for the rare turn a caster gets cornered in melee

FAQ

What book are Satyrs from in D&D 5e 2014?

Satyrs appear in Mythic Odysseys of Theros, released in 2020 as a setting sourcebook for D&D 5e.

Do Satyrs have any subraces?

No. Satyrs have no subraces in 2014 rules. Their traits are a single unified package.

How strong is Satyr Magic Resistance compared to other races?

It is one of the best defensive traits available to a player character. Advantage on saving throws against spells and magical effects applies to every school of magic and every source, not just a narrow category, which puts it ahead of most single-purpose resistances or immunities other races offer.

Does Ram scale with Charisma?

No. Ram deals 1d4 plus your Strength modifier, even though the rest of the Satyr kit is built around Charisma and Dexterity. Most Satyr builds will not invest in Strength, so Ram stays a fallback option rather than a primary attack.

Is Satyr good for Bard?

Yes. The +2 CHA lands on the Bard primary stat directly, and Reveler already grants Performance proficiency and a musical instrument, which overlaps thematically with the class even though it does not stack mechanically with Bard-granted proficiencies. Magic Resistance also protects a Bard from the save-based control effects that most threaten a squishy caster.


Final Notes

Satyrs are goat-legged fey from the Skola Vale, a valley in the Theros setting where the god Nylea's magic keeps the land in permanent bloom. That homeland is where the race's traits come from directly: a culture built on revelry, wit, and open ground translates mechanically into a Charisma-forward stat line, free social skills, and a jump bonus that rewards moving fast through open terrain. See the Theros guide's character options section for the full Supernatural Gifts and race roster the Satyr belongs to, and the Theros guide's regions section for the Skola Vale itself.

The ● Blue verdict here comes down to one trait more than any other: Magic Resistance is simply better than what most races offer defensively, and it applies no matter which CHA-based class you build around it. Pair the Satyr with Bard, Sorcerer, or Warlock, and you get a race that maximizes its primary stat and protects itself from the exact threat category (enemy spellcasters) that most threatens a squishy caster. Outside a CHA-primary build, the Satyr still contributes Fey immunity and unconditional magical-save advantage, but it loses the stat-line efficiency that makes it a standout pick.

Browse the rest of the catalog in the race guides hub to compare it against every other option in the 2014 library.

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