Race Reference All Species

Satarre

Tome of Heroes 10 Traits

Ability Score Increase

Your Constitution score increases by 2, and your Intelligence score increases by 1.

Character Building Tips

🧠 Best Classes: Wizard, Artificer, Rogue (Arcane Trickster)

Intelligence bonus makes Satarre ideal for knowledge-based classes. Wizards gain better spell preparation. Artificers benefit from tool proficiency.

πŸ‘οΈ Night Operations

With darkvision, this species excels in dungeon delving and night missions. Consider classes that benefit from scouting ahead: Rogue, Ranger, or Druid.

Basic Statistics

Speed

Your base walking speed is 30 feet.

Size

Satarre are tall but thin, from 6 to 7 feet tall with peculiar, segmented limbs. Your size is Medium.

Age

Satarre grow quickly, walking soon after hatching and reaching the development of a 15-year-old human by age 6. They maintain the same appearance until about 50, then begin a rapid decline. Satarre often die violently, but those who live longer survive to no more than 65 years of age.

Alignment

Satarre are born with a tendency toward evil akin to that of rapacious dragons, and, when raised among other satarre or darakhul, they are usually evil. Those raised among other cultures tend toward the norm for those cultures.

Languages

You can speak, read, and write Common and one of the following: Abyssal, Infernal, or Void Speech. Void Speech is a language of dark gods and ancient blasphemies, and the mere sound of its sibilant tones makes many other creatures quite uncomfortable.

Racial Features

Darkvision

Thanks to your dark planar parentage, you have superior vision in darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

A Friend to Death

You have resistance to necrotic damage.

Keeper of Secrets

You have proficiency in the Arcana skill, and you have advantage on Intelligence (Arcana) checks related to the planes and planar travel. In addition, you have proficiency in one of the following skills of your choice: History, Insight, and Religion.

Carrier of Rot

You can use your action to inflict rot on a creature you can see within 10 feet of you. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d4 necrotic damage on a failed save, and half as much damage on a successful one. A creature that fails the saving throw also rots for 1 minute. A rotting creature takes 1d4 necrotic damage at the end of each of its turns. The target or a creature within 5 feet of it can use an action to excise the rot with a successful Wisdom (Medicine) check. The DC for the check equals the rot's Constitution saving throw DC. The rot also disappears if the target receives magical healing. The damage for the initial action and the rotting increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. After you use your Carrier of Rot trait, you can't use it again until you complete a short or long rest.

About Satarre

The Satarre is a species with 10 racial traits.

Your satarre heritage is apparent in a variety of traits you share with other satarre.

Character Building Tips

🧠 Best Classes: Wizard, Artificer, Rogue (Arcane Trickster)

Intelligence bonus makes Satarre ideal for knowledge-based classes. Wizards gain better spell preparation. Artificers benefit from tool proficiency.

πŸ‘οΈ Night Operations

With darkvision, this species excels in dungeon delving and night missions. Consider classes that benefit from scouting ahead: Rogue, Ranger, or Druid.

Related Content & Game Mechanics