Homebrew 🐐 Capra Species Details

Description:

 

Long ago, the Capra were said to have been born from the union of an ancient earth spirit and a giant god who guarded the high peaks. Blessed with the resilience of the mountains and the freedom of the skies, they became the wardens of high places, protecting sacred springs, lost monasteries, and forgotten mountain passes.

Many Capra live in secluded cliffside villages or wandering nomadic clans that follow the paths of migrating beasts. Their elders are revered as storytellers and spiritual guides, keeping alive tales of harmony between nature and civilization. However, as lowland kingdoms expand and mines carve deeper into their mountains, some Capra have left their ancestral homes seeking to learn, trade, or defend the balance their people hold dear.

🐐 Capra Traits

Capra inherit the resilience of mountain stone and the grace of the wind that shapes it. Their bodies are built for endurance, balance, and survival in harsh terrain, while their spirits carry an instinctive connection to nature’s rhythms.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Capra mature at the same rate as humans but live slightly longer, often reaching 120 years.

Alignment

Capra value balance and self-discipline. Most lean toward neutrality, though individuals can be as varied as the mountain winds.

Speed

Your base walking speed and climbing are 30 feet.

Darkvision

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.

Mountain Step

You have proficiency in the Athletics skill, and you can move across difficult terrain made of rocks, scree, or steep slopes without expending extra movement.

Polished Horns

Your horns are natural melee weapons, carefully maintained and often carved or adorned as marks of status. You can use them to make unarmed strikes. If you hit with them, you deal 1d4 bludgeoning damage instead of the normal damage for an unarmed strike.

Charge

When you take the Dash action on your turn and move at least 20 feet straight toward a creature, you can make one melee attack with your horns as a bonus action. On a hit, the target takes 1d6 + your Strength modifier bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Languages

You can speak, read, and write Common and Capran. A lilting, resonant tongue filled with echoes and clicks inspired by mountain winds and goat calls. The most famous Capran joke, when translated, simply reads: “AAAAAAAAHHHHHHHH.” Few outsiders understand why it’s funny, but Capra find it hilarious every time.

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