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Satyrs have been with D & D since the first edition, but it wasn ’ thymine until the recent Mythic Odysseys of Theros that players have been offered a luck to step into their cling hooves. A far cry from the meek manners of Mr. Tumnus, Satyrs in D & D are all about celebrating life to its fullest. They ’ ra not concerned with the past or the future, alone the ever-exciting immediately. cook or not, satyrs are leaping into your D & D adventures on spring-jacked heels. Grab your pan flute and a party phonograph record as we go through everything you need to know .
Satyrs are dependable hedonists, they believe life is for know and rarely think ahead further than the future delectable morsel, tantalizing sensation, or exciting guffaw. At their best, satyr are joyous and capricious, at their worst they ’ rhenium selfish and barbarous.
Reading: Satyr 5E
Most satyr merely wander wherever their whims take them, following impulses and living off the farming. When they congregate, it ’ second normally for a “ delight ”. Revels are parties, but where humans might celebrate for an even with food and wine, satyr can spend weeks indulging in every ace conceivable before finally settling down in the debris. Satyrs are half-man and half-beast, and it ’ s the philosophy of the animal half they ’ ve embraced. For better or worse, satyr live for freedom, happiness, and excitement .
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not all satyrs are entirely devoted to partying though. Some form druidic circles devoted to restoring and nurturing wildlife ( specially fixing up after peculiarly catastrophic rollicks ). Some besides become explorers, emissaries and storytellers called “ dawngreets ”. These adventurous satyrs spread stories that expound their carefree philosophies angstrom far as they can travel. last, while they balk at any classify of “ authority ”, many groups of satyr are led by a “ sibyl ”. Sibyls are typically elder satyr that have been blessed with a specify prevision into the future, a endowment they use to warn other reveling satyr to impending dangers .
Satyrs are half human and half capricorn, though you can play around with those ratios quite a act. The amphetamine half of a satyr is generally the human half topped with a match of short horns, with a goat ’ s lower body including hooves and a stubby tail. Their peel tends from tangent to idle embrown, and their hair’s-breadth is frequently red or chestnut brown. They normally have scruffy patches of hair’s-breadth along their forearms and shoulders, though this can range from hair’s-breadth arsenic fine as human body hair all the way to thick coatings of fur .
Like many other 5e races, these descriptions only fill in about 90 % of the visualize and leave you with some creative space when making your new satyr character. How boastful are your horns ? Do you expressive style your hair or leave it godforsaken and natural ? Are your features completely human or do you have any goat-like features such as capricorn eyes, long outdo shaped ears, or a flatten bovine nozzle ?
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Satyrs tend to have a single brusque name, with most male names ending with “ US ” and most female names ending with “ A ” or “ I ”. These names are given once satyr parents discover their child ’ s personality. Satyrs often give each other nicknames as good and given their playful nature such names are often used more frequently than their veridical names .
Satyr Male Names: Apostius, Baucus, Cerbus, Helus, Kratius, Orthrius, Tolus, Zenus
Satyr Female Names: Adelphia, Baccia, Bastia, Gila, Jasia, Lichia, Loxia, Yoria
Satyr Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes
Your satyr character has the succeed racial traits .
Ability Score Increase : Your Charisma score increases by 2, and your Dexterity score increases by 1 .
Age: Satyrs senesce and old age at about the lapp rate as humans .
Alignment: Satyrs joy 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: Tritons are slightly shorter than humans, averaging about 5 feet grandiloquent. Your size is Medium .
Speed: Your base walking speed is 35 feet .
Fey: Your creature type is fey, preferably than android .
Ram : You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning price equal to 1d4 + your Strength modifier .
Magic Resistance : You have advantage on saving throws against spells and other charming effects .
Mirthful Leaps : Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra outdistance costs movement as normal .
Reveler : You have proficiency in the Performance and Persuasion skills, and you have proficiency with one melodious musical instrument of your choice .
Languages: You can speak, read, and write Common and Sylvan .
Satyrs are GOOD, to the point of potentially being overpowered, though some of the abilities that push it over the border are quite furtive. Let ’ s go through them one by one to understand their likely .
Ability Score Increase : +2 to Charisma and +1 to Dexterity. Most charisma casters besides want a high dexterity for a higher AC, so this stat line is absolutely perfect for Bards, Sorcerers and Warlocks, and besides Dexterity based Clerics and Paladins .
age : human age roll is nothing special but shouldn ’ t causal agent problems either .
alliance : The strong chaotic tilt will make it difficult to justify a satyr champion, but bards, sorcerers, and warlocks line up merely ticket .
size : A little on the short side but otherwise criterion medium size .
speed : 35-foot bowel movement amphetamine is more mighty of a buff than it may seem at first. That extra speed works wonders with builds that already want to move promptly ( barbarians and monks largely ) and even without a special build up you can merely outpace most android creatures .
fey : This is the extra furtive knock-down ability. It specifically says you are a elfin rather of a android. Why does that topic ? Because there are a bunch of spells that specifically target android creatures. As a elfin you ’ re wholly immune to spells like charm person, hold person, dominate person. You ’ re besides vulnerable to some fringe abilities that affect fey, but they ’ re fewer and further between. It ’ s only situationally knock-down, but you ’ ll probable tend into at least a few situations where you can simply ignore major threats because of the type mismatch .
force : lifelike attacks aren ’ deoxythymidine monophosphate all that bang-up in 5e as they were in early editions, but they hush have their uses, specially if the attack international relations and security network ’ thyroxine tied to your hands like these ram horns are. Whenever you find yourself faced with the enemy with your hands full you still have a suitable weapon strapped to your head. Remember you have these as an option when you ’ re sneaking into somewhere or your weapons have been taken aside, it ’ s nice to have a permanent backup plan .
charming resistance : This is the ability that actually puts satyr over the border into overwhelm territory. You ’ ll have advantage on about 90 % of the save throws you ’ re called to make which gives you a massive edge. Notice it says, “ spells and charming effects ”, which is much everything that international relations and security network ’ metric ton strictly physical. This ability is strong, leaves small jiggle board for your DM, pervert it to your heart ’ s subject.
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amusing Leaps : A individual d8 doesn ’ triiodothyronine add a hale distribute to long jumps when you ’ re most much dealing with gaps in 5-foot increments but adding a d8 to a senior high school jump is a major modifier. A satyr with 18 Strength has a eminent jump roll of 8 to 15 feet from a standing startle. With this ability you may good be able to clear obstacles and keep off threats in ways your DM won ’ t be expecting .
reveler : The biggest “ make ” here is the proficiency in Persuasion, which can have dramatic effects on a political campaign when used well. performance and the instrument are more situational, but highly flavorful. These besides pipeline up with the bard ’ second playstyle nicely and free up those skill proficiency options for early utilities like Perception or Stealth .
Languages : Common and Sylvan. Just to clear up a common misconception, sylvan is a very “ nature ” based speech but animals don ’ t speak it. Animals don ’ t have a terminology in 5e so don ’ deoxythymidine monophosphate think satyr can barely go around talking to the wildlife. Sylvan is however a speech that pops up a draw though, so remember you have it whenever you start encountering druids or anything that feels particularly “ nature-ish ” .
Power Level Caution
Mythic Odysseys of Theros is a newfangled book so only time and extensive playtesting will tell, but satyrs are potentially overpowered. Depending on how you calculate the military capability of their abilities satyrs easily have a stronger batting order of racial traits than most other options. The existing OP race choice that normally comes up is the Yuan-ti, and while I don ’ triiodothyronine think satyrs are quite as potent, they ’ re in the like ballpark .
fair be forewarned, I don ’ triiodothyronine think many DMs have had the time to in truth analyze satyr as a racial option, but I predict they ’ ll soon be banned as OP at many tables alongside the Yuan-ti .
If you ’ re a DM considering a player ’ s new satyr character, be very aware of the satyr ’ second major strengths and surprising immunities before allowing it in your campaigns .
If you ’ re a musician considering a new satyr character, make sure it ’ south ok with your DM ahead and make certain they understand precisely what you ’ ll be capable of .
5e is easy to build with and satyrs are very solid to begin with, you ’ ll have to work pretty hard to make your satyr character wrong. Any combination of race, class, and background will come together into a character that works, even if some of their abilities are a bit mismatched ( and sometimes those are the characters that are the most fun ). If however you ’ rhenium looking for something a bit more optimize the take after builds are beneficial starting points :
Warlocks already pipeline up very well with the satyr ’ s ability score increases but taking the fanatic patron can let you become a walk-to turkey. Your magic trick resistance applies to the spells you cast adenine well, and once you reach 10th level the demonic resistance ability will grant you your option of damage electric resistance every time you rest. then simply load up your favored fire spell, grant yourself fire resistance and feel free to center fireballs on yourself as you stride confidently into the brandish of enemies. Your resistance to both the enchantment and the price will mean most of the time you ’ ll only be taking a quarter of the damage from your raging infernos. Fill the area with flame strikes, fireballs, and walls of fire with foolhardy abandon .
Wild Magic Party Animal
Sorcerers want Charisma and Dexterity, but specifically as a satyr we can abuse our charming underground and I recommend trying out a wilderness charming sorcerer. The independent downside from godforsaken magic trick is the likely to hit yourself with some nasty charming ability, a downside that is largely negated by our magic trick resistance and we have our tides of chaos ability as a backup. In exchange you gain the electric potential for a short ton of wild charming effects, and the crouch fortune ability makes you a potent control caster to boost or negate the rolls around you .
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survive update : January 27, 2019
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