Homebrew Capra Species Details

Capra are humanoid beings resembling goats. Not much is known about their origins. Capra are often found living in lush green foothills, and even up on steep mountain faces.

Capra horns range in size and length, from short pointed horns, to long curving horns. Capra may often etch symbols of power into their horns, or sheathe them in metals to prevent them from shattering during battle.

Thick wool-like hair covers a Capra's entire body. Their legs end in cloven hooves, and they have short, up-pointed tails.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

You are a Humanoid.

Life Span

Capra mature and age at about the same rate as humans.

Size

You are Medium

Capra Traits

As a Capra, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Horns

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Battering Ram

Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Horn Thrust

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Mountain Leap

Whenever you make a long jump or a high jump, you can roll 1d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

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