Personally i love them,by lore,by stats by flavor they have so much going for them and they are by far my favorite race, if only the eldarin had the fey subtype to them,i'd be loving them as much as the satyrs, its somewhat discouraging to see DM's ban them on every occasion,if they are so broken,why not reduce the speed to 30 feet and remove the magic resistence... they are not that insane.
The satyr option on danddwiki seems reasonable. https://www.dandwiki.com/wiki/Satyr_(5e_Race) Not overpowered at all. Plus, a DM could even impose disadvantages on stealth checks in certain circumstances, because of a satyr's hooves. Imagine trying to move silently across a stone floor with hooves! I know some DMs prefer to limit some of the more "exotic" races, but from a simple power-level stand point, I don't see an issue here. Go satyrs!
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
If the setting is inspired by ancient myth, fully (Theros) or partially (Narnia), I'm all for them. But get your satyrs far, far away from my Arthurian, Nordic, or LOTR styled game!
There are two problems with satyrs, as executed in MOoT.
The first is, obviously, magic resistance. PCs should not have it. it was bullshit on yuan-ti, it remains bullshit on satyrs. Magic resistance effectively nullifies many enemy spellcasters, eliminating any real threat from hindering or area-blast spells. The ability is far too potent to be granted as a free level 0 species trait. An aarakocra's flight speed is almost as impactful as magic resistance is, and the aarakocra species sacrifices almost everything for that speed. Alongside also typically being banned due to overtuning issues. Wizards needs to stop giving PC species magic resistance.
The second problem is the 'Fey' type thing. Being fey rather than humanoid is an advantage, not a drawback. Many harmful spells target specifically 'humanoids'; being fey rather than humanoid allows one to sidestep those spells, while spells that specifically target fey are extremely rare at lower levels. Anyone offered the chance to become immune to Charm/Hold/Dominate Person and other similar spells in exchange for being affected by Protection from Evil and Good, Forbiddance, and other exceedingly rare spells is going to take immunity to "Screw With Person" spells.
The answers are fortunately very simple. Eliminate Magic Resistance from the species and rewrite Fey to state "Your creature type is fey. You still count as humanoid for the purposes of spells and effects that target humanoids." Do this, and satyrs are fine. Their extra movement, improved jump capacity, natural weapons, and slew of bonus proficiencies are more than sufficient to make satyrs an attractive species choice in and of themselves. As a DM, I have no issue with someone desiring to play a satyr. I'm too in love with kitsune to ever tell someone they cannot play a merry jackanape prankster, the game could use more of those over Brooding Loner Drowbois. But satyrs don't get to ignore humanoid-targeting spells and they don't get to be automatically immune to most magical effects, either.
Agreed that Satyrs should still be Humanoid, even if they are still Fey. I feel that Centaurs should be as well, though I'm not sure Humanoid is appropriate for the quadrupedal body plan.
With regards to Magic Resistance... I agree that automatic Advantage forever against everything is too much. I don't think they should lose the ability *completely*, but it's definitely in need of a fairly heavy-handed nerf. Perhaps they can choose to gain Advantage, Proficiency times per Long Rest? Or they can activate the effect once per Long Rest, and it lasts 1 Minute?
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
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Please check out my homebrew, I would appreciate feedback:
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
How often do you hear of goats climbing trees?
Mountain goats are great climbers so there is that.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
How often do you hear of goats climbing trees?
You mean like this?
Also, goats are much better climbers than humans. Satyrs definitely should have a climbing speed.
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
How often do you hear of goats climbing trees?
Mountain goats are great climbers so there is that.
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
How often do you hear of goats climbing trees?
Mountain goats are great climbers so there is that.
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
How often do you hear of goats climbing trees?
You mean like this?
Also, goats are much better climbers than humans. Satyrs definitely should have a climbing speed.
According to the Telegraph, those images are actually being faked: farmers are sticking the goats into the trees, the goats don't climb in there naturally. Link
That being said, ibexes, the wild cousins of goats, are fantastic climbers that can easily traverse nearly vertical mountain cliffs.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
How often do you hear of goats climbing trees?
You mean like this?
Also, goats are much better climbers than humans. Satyrs definitely should have a climbing speed.
According to the Telegraph, those images are actually being faked: farmers are sticking the goats into the trees, the goats don't climb in there naturally. Link
That being said, ibexes, the wild cousins of goats, are fantastic climbers that can easily traverse nearly vertical mountain cliffs.
I chalked it up to photoshop, lol, but that works too. doesn't really matter... satyrs are dope
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Cult of Sedge
Rangers are the best, and have always been the best
I think that Satyrs are pretty cool, and I guess I'm in the mindset that Magical Resistance isn't busted but I understand that is just my opinion. It's great because it gives you a better chance to succeed on spell saving throws or magical effect saving throws, but you still take the appropriate damage on a success or failure. Plus it doesn't help you against spell attacks rolls, regular attacks (magical or otherwise) or other saving throw attacks like a dragon's breath weapon or a poisonous bite attack (as unless it states in the attacks description that the saving throw it in response to something magical, magic resistance isn't applied). It's still a great ability but it's still pretty easily counter-able.
Now a Yuan-ti or Satyr with Magical resistance and the Ancient Paladin's Aura of Warding while wearing full plate and a shield...….that is pretty crazy.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
I think that Satyrs are pretty cool, and I guess I'm in the mindset that Magical Resistance isn't busted but I understand that is just my opinion. It's great because it gives you a better chance to succeed on spell saving throws or magical effect saving throws, but you still take the appropriate damage on a success or failure. Plus it doesn't help you against spell attacks rolls, regular attacks (magical or otherwise) or other saving throw attacks like a dragon's breath weapon or a poisonous bite attack (as unless it states in the attacks description that the saving throw it in response to something magical, magic resistance isn't applied). It's still a great ability but it's still pretty easily counter-able.
Now a Yuan-ti or Satyr with Magical resistance and the Ancient Paladin's Aura of Warding while wearing full plate and a shield...….that is pretty crazy.
Or Abjuration Wizard or Rogue/Monk with Evasion. I don't like the free Magic Resistance, as that should not be granted automatically. It should take a magic item or subclass to get it.
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Please check out my homebrew, I would appreciate feedback:
I would allow Satyrs in my games, however I would let the player know that they don't get Magic Resistance as a feature in my games. They are good enough without that feature to still be a viable character choice.
I like Satyrs. I understand some of the criticism with them but I wouldn't change them. Though I do fully acknowledge that I consider more things to be mundane save effects then magical (Dragons breath weapons and auras, poisons are not magical, basically anything that doesn't say that its magical I consider to be mundane)
I think that Satyrs are pretty cool, and I guess I'm in the mindset that Magical Resistance isn't busted but I understand that is just my opinion. It's great because it gives you a better chance to succeed on spell saving throws or magical effect saving throws, but you still take the appropriate damage on a success or failure. Plus it doesn't help you against spell attacks rolls, regular attacks (magical or otherwise) or other saving throw attacks like a dragon's breath weapon or a poisonous bite attack (as unless it states in the attacks description that the saving throw it in response to something magical, magic resistance isn't applied). It's still a great ability but it's still pretty easily counter-able.
Now a Yuan-ti or Satyr with Magical resistance and the Ancient Paladin's Aura of Warding while wearing full plate and a shield...….that is pretty crazy.
Or Abjuration Wizard or Rogue/Monk with Evasion. I don't like the free Magic Resistance, as that should not be granted automatically. It should take a magic item or subclass to get it.
I can understand that, and to be fair I wouldn't actually mind if Magic Resistance was removed from them. Poison Immunity is good for a Yuan-ti on top of the their innate spellcasting and Satyrs do get a nice bundle of abilities too. If I did remove Magic Resistance though I'd probably replace it with something else like a choice of a Charisma skill for the Yuani-ti as they are suppose to be good at blending into normal societies and maybe advantage on Charm effects saves for Saytrs since they are fey creatures. Not that either race necessarily needs another ability but I'm more for replacing abilities to better balance things then just removing abilities.
I think that Satyrs are pretty cool, and I guess I'm in the mindset that Magical Resistance isn't busted but I understand that is just my opinion. It's great because it gives you a better chance to succeed on spell saving throws or magical effect saving throws, but you still take the appropriate damage on a success or failure. Plus it doesn't help you against spell attacks rolls, regular attacks (magical or otherwise) or other saving throw attacks like a dragon's breath weapon or a poisonous bite attack (as unless it states in the attacks description that the saving throw it in response to something magical, magic resistance isn't applied). It's still a great ability but it's still pretty easily counter-able.
Now a Yuan-ti or Satyr with Magical resistance and the Ancient Paladin's Aura of Warding while wearing full plate and a shield...….that is pretty crazy.
Or Abjuration Wizard or Rogue/Monk with Evasion. I don't like the free Magic Resistance, as that should not be granted automatically. It should take a magic item or subclass to get it.
I can understand that, and to be fair I wouldn't actually mind if Magic Resistance was removed from them. Poison Immunity is good for a Yuan-ti on top of the their innate spellcasting and Satyrs do get a nice bundle of abilities too. If I did remove Magic Resistance though I'd probably replace it with something else like a choice of a Charisma skill for the Yuani-ti as they are suppose to be good at blending into normal societies and maybe advantage on Charm effects saves for Saytrs since they are fey creatures. Not that either race necessarily needs another ability but I'm more for replacing abilities to better balance things then just removing abilities.
I just replace the Satyr's Magic Resistance for Fey Ancestry and a climbing speed of 30 feet.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
(Side note, has anyone else noticed that none of the fey get fey ancestry? That seems a bit oxymoronic.)
I personally think Yuan-Ti are an amazing race even when you drop Magic Resistance and leave everything else as is, but you could give Deception and maybe Stealth proficiency.
I just replace the Satyr's Magic Resistance for Fey Ancestry and a climbing speed of 30 feet.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
(Side note, has anyone else noticed that none of the fey get fey ancestry? That seems a bit oxymoronic.)
I personally think Yuan-Ti are an amazing race even when you drop Magic Resistance and leave everything else as is, but you could give Deception and maybe Stealth proficiency.
I agree on fey ancestry (and I'm surprised Centaurs don't get it either). Also yeah, maybe choosing one skill between Deception or Stealth for the Yuan-ti (with Tasha's varient rules allowing it to be moved to any other skill proficiency for more customization options).
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Personally i love them,by lore,by stats by flavor they have so much going for them and they are by far my favorite race, if only the eldarin had the fey subtype to them,i'd be loving them as much as the satyrs, its somewhat discouraging to see DM's ban them on every occasion,if they are so broken,why not reduce the speed to 30 feet and remove the magic resistence... they are not that insane.
The satyr option on danddwiki seems reasonable. https://www.dandwiki.com/wiki/Satyr_(5e_Race) Not overpowered at all. Plus, a DM could even impose disadvantages on stealth checks in certain circumstances, because of a satyr's hooves. Imagine trying to move silently across a stone floor with hooves! I know some DMs prefer to limit some of the more "exotic" races, but from a simple power-level stand point, I don't see an issue here. Go satyrs!
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
If the setting is inspired by ancient myth, fully (Theros) or partially (Narnia), I'm all for them. But get your satyrs far, far away from my Arthurian, Nordic, or LOTR styled game!
Wizard (Gandalf) of the Tolkien Club
There are two problems with satyrs, as executed in MOoT.
The first is, obviously, magic resistance. PCs should not have it. it was bullshit on yuan-ti, it remains bullshit on satyrs. Magic resistance effectively nullifies many enemy spellcasters, eliminating any real threat from hindering or area-blast spells. The ability is far too potent to be granted as a free level 0 species trait. An aarakocra's flight speed is almost as impactful as magic resistance is, and the aarakocra species sacrifices almost everything for that speed. Alongside also typically being banned due to overtuning issues. Wizards needs to stop giving PC species magic resistance.
The second problem is the 'Fey' type thing. Being fey rather than humanoid is an advantage, not a drawback. Many harmful spells target specifically 'humanoids'; being fey rather than humanoid allows one to sidestep those spells, while spells that specifically target fey are extremely rare at lower levels. Anyone offered the chance to become immune to Charm/Hold/Dominate Person and other similar spells in exchange for being affected by Protection from Evil and Good, Forbiddance, and other exceedingly rare spells is going to take immunity to "Screw With Person" spells.
The answers are fortunately very simple. Eliminate Magic Resistance from the species and rewrite Fey to state "Your creature type is fey. You still count as humanoid for the purposes of spells and effects that target humanoids." Do this, and satyrs are fine. Their extra movement, improved jump capacity, natural weapons, and slew of bonus proficiencies are more than sufficient to make satyrs an attractive species choice in and of themselves. As a DM, I have no issue with someone desiring to play a satyr. I'm too in love with kitsune to ever tell someone they cannot play a merry jackanape prankster, the game could use more of those over Brooding Loner Drowbois. But satyrs don't get to ignore humanoid-targeting spells and they don't get to be automatically immune to most magical effects, either.
Please do not contact or message me.
Agreed that Satyrs should still be Humanoid, even if they are still Fey. I feel that Centaurs should be as well, though I'm not sure Humanoid is appropriate for the quadrupedal body plan.
With regards to Magic Resistance... I agree that automatic Advantage forever against everything is too much. I don't think they should lose the ability *completely*, but it's definitely in need of a fairly heavy-handed nerf. Perhaps they can choose to gain Advantage, Proficiency times per Long Rest? Or they can activate the effect once per Long Rest, and it lasts 1 Minute?
They have their problems, and are a bit too useful in a lot of builds (especially when Tasha's comes out), but I still allow them in my games. I only ban Yuan-Ti and races that don't fit into my worlds, so Satyrs are allowed at my table.
I do think that they shouldn't get Magic Resistance, but I'm fine with the Fey creature type. There are problems with it, but if not for the Magic Resistance, the race would be mostly balanced.
Also, I'm a bit disappointed that the race don't get a climbing speed. They're part goat! Goats are great climbers. That seems like a mistake to me.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Mountain goats are great climbers so there is that.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
You mean like this?
Also, goats are much better climbers than humans. Satyrs definitely should have a climbing speed.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Unfortunately, mountain goats is a misnomer. They are in fact not goats.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ah, well I learned something new, neat!
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
SATYRS FTW!!!
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
According to the Telegraph, those images are actually being faked: farmers are sticking the goats into the trees, the goats don't climb in there naturally. Link
That being said, ibexes, the wild cousins of goats, are fantastic climbers that can easily traverse nearly vertical mountain cliffs.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I chalked it up to photoshop, lol, but that works too. doesn't really matter... satyrs are dope
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
I think that Satyrs are pretty cool, and I guess I'm in the mindset that Magical Resistance isn't busted but I understand that is just my opinion. It's great because it gives you a better chance to succeed on spell saving throws or magical effect saving throws, but you still take the appropriate damage on a success or failure. Plus it doesn't help you against spell attacks rolls, regular attacks (magical or otherwise) or other saving throw attacks like a dragon's breath weapon or a poisonous bite attack (as unless it states in the attacks description that the saving throw it in response to something magical, magic resistance isn't applied). It's still a great ability but it's still pretty easily counter-able.
Now a Yuan-ti or Satyr with Magical resistance and the Ancient Paladin's Aura of Warding while wearing full plate and a shield...….that is pretty crazy.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Or Abjuration Wizard or Rogue/Monk with Evasion. I don't like the free Magic Resistance, as that should not be granted automatically. It should take a magic item or subclass to get it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would allow Satyrs in my games, however I would let the player know that they don't get Magic Resistance as a feature in my games. They are good enough without that feature to still be a viable character choice.
She/Her Player and Dungeon Master
I like Satyrs. I understand some of the criticism with them but I wouldn't change them. Though I do fully acknowledge that I consider more things to be mundane save effects then magical (Dragons breath weapons and auras, poisons are not magical, basically anything that doesn't say that its magical I consider to be mundane)
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
I can understand that, and to be fair I wouldn't actually mind if Magic Resistance was removed from them. Poison Immunity is good for a Yuan-ti on top of the their innate spellcasting and Satyrs do get a nice bundle of abilities too. If I did remove Magic Resistance though I'd probably replace it with something else like a choice of a Charisma skill for the Yuani-ti as they are suppose to be good at blending into normal societies and maybe advantage on Charm effects saves for Saytrs since they are fey creatures. Not that either race necessarily needs another ability but I'm more for replacing abilities to better balance things then just removing abilities.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I just replace the Satyr's Magic Resistance for Fey Ancestry and a climbing speed of 30 feet.
(Side note, has anyone else noticed that none of the fey get fey ancestry? That seems a bit oxymoronic.)
I personally think Yuan-Ti are an amazing race even when you drop Magic Resistance and leave everything else as is, but you could give Deception and maybe Stealth proficiency.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I agree on fey ancestry (and I'm surprised Centaurs don't get it either). Also yeah, maybe choosing one skill between Deception or Stealth for the Yuan-ti (with Tasha's varient rules allowing it to be moved to any other skill proficiency for more customization options).
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills