Introduction
Satyr (Labyrinth Worldbook) is a Fey skirmisher lineage. Its traits reward mobility after melee contact and back that up with magical resilience. You want to hit, slip away, and make enemies waste movement rather than stand still and trade blows.
The big mechanical headline is Bounding Leap. Reaction movement without provoking opportunity attacks is the kind of trait that rewards players who think in board position rather than just damage totals.

Lineage Traits
Rating Key
- ● Red - Bad.
- ● Orange - Situational.
- ● Green - Good.
- ● Blue - Fantastic.
Options from Labyrinth Worldbook are marked with (Labyrinth Worldbook).
Fey Type ●
Being Fey instead of Humanoid changes which effects can target you. This is often upside, but it is not pure immunity, so read enemy abilities carefully.
Bounding Leap ●
After a melee hit, move half your speed as a reaction without provoking opportunity attacks. PB uses per long rest. Skirmishers love it, and so do melee Rogues and mobile Monks.
Fey Resilience ●
Resistance to charmed and unconscious, plus advantage on saves against spells and magical effects, is an outstanding defensive package.
Natural Attack ●
A 1d8 horn attack using Strength or Dexterity is better than most natural weapons and keeps you dangerous when disarmed.
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Start BuildingBest Classes for Satyr
Rogue ●
Hit-and-run melee Rogue loves Bounding Leap. Reaction movement creates positioning without spending Cunning Action.
Monk ●
Dexterity horn attacks and reactive movement fit Monk well, though reaction competition can appear at higher levels.
Bard ●
The fey performer fantasy is obvious, and Fey Resilience protects a support caster from many magical effects.
Ranger ●
Melee Ranger can use Bounding Leap for skirmishing and Wildlands-style exploration.
Fighter ●
Dexterity Fighter and duelist builds use Satyr well. Heavy Strength builds can still work, but they leave some finesse on the table.
Heritage Pairings
Oldwood (Labyrinth Worldbook) ● The strongest source-labeled Satyr pairing for ancient forest and fey-world themes.
Wildlands ● One of the book's recommended pairings and a clean fit for wilderness Satyrs.
Grove ● Adds climb and stealth support to a lineage already built for movement.
Cosmopolitan ● Good for the reveler, musician, court performer, or city fey concept.
Player's Guide 2 Heritage Options
Feysworn (Player's Guide 2) is the obvious fey-origin pairing for satyrs.
Joymonger (Player's Guide 2) reinforces music, feasts, revels, and party-facing social play.
Islander (Player's Guide 2) works for satyrs from coastal revels, hidden isles, and sea-adjacent fey courts.
Hot Takes
Hot Take: Satyr (Labyrinth Worldbook) is the Rogue lineage people will miss if they only look for darkvision. Bounding Leap solves melee Rogue's biggest problem: getting away after the hit.
Hot Take: Fey Resilience is elite. Advantage against spells and magical effects is broad enough that Satyr can survive encounters that disable more obviously durable lineages.
Final Notes
Satyr (Labyrinth Worldbook) is a mobile Fey skirmisher with unusually good magical defenses. Build it when you want melee movement and charm-resistant fey flavor on a character who never stands where enemies expect.
For the full comparison across every lineage, use the Tales of the Valiant Lineage Guide. Pair Satyr with the Heritage Guide to finish your character's origin.


