
Cleric – while there isn’t anything special about this, there’s no reason that it can’t work.While they don’t cover each other’s weaknesses, the way the two work together makes up for it. Everything about the cohesiveness between the Bard and the Satyr is amazing.


The extra jumps and movement speed can help Barbarians close the gap between them and their enemies. Barbarian – again, the magic resistance is a great addition to the Barbarian’s kit as they are generally quite inadept against magic.However, the overlapping Perception may need to be traded out with the DMs permission. You get the extra movement speed and resistance to magic, making the Artificer better all-around. Artificer – a Satyr Artificer is a good choice as they balance each other out.should be first – in my opinion – because they are more critical in the long run. Note: I never like to say that any class isn’t good for a specified race. Choose whichever one you want and use this to play the best Satyr you can. So I’m going to break down each base class and what it would be like to play a Satyr as them. Best Satyr ClassesĪny class can be a Satyr. That’s what being a Satyr should capture-the ability to live in the present and enjoy life’s pleasures. Think about the best party you’ve ever been to and use that as a basis. These can be in cities or in nature, but it can help to implement your family life into your backstory. Satyrs often live in tribes with primarily Satyr dwellings. The best background is a custom one, so inventing your own will be the most exciting type of background you can wow your party with. Satyrs in 5e tend to have backgrounds built on finding joy in life. However, there is a playfulness in many of the given names that make them more likable and easier to trust. Since Satyrs are technically Fey creatures, the names are similar to Elves and Fairies. While the Satyr perks are great, I suggest coming up with a background and a class before you decide on a race. While most Satyrs in Dungeons & Dragons are Good or Neutral, it is possible for them to be Evil. They are generally a happy-go-lucky race with a lot to offer any party, as long as they can stay out of trouble. As long as your DM is cool with it, you can be a Satyr. Reveler – Grants proficiency in Performance and Persuasion skills and one musical instrument of your choice.

Mirthful Leaps – Roll a D8 when making a long or high jump and add the result as feet that you cover.Magic Resistance – Grants advantage on all saving throws against spells and magical effects.Ram – You may make an unarmed ramming attack that deals 1d4 + your strength modifier.Alignment – Any (Chaotic Good is most common).Ability Score Increase – +2 to Charisma and +1 to Dexterity.See Also Malay - Amboseli National Parks - Manyeleti Game Reserve Channel Guide Magazine James Patterson Book Lists Satyrs as Player Characters
