Homebrew Caprid Species Details

Congratulations, crawler. You are now a Caprid: a horned, hoofed, selectively adorable survivor descended from creatures that looked at sheer cliff faces and said, “Yes. That seems like a reasonable place to stand.”

Caprids possess exceptional balance, powerful legs, sure-footed movement across unstable terrain, and an innate resistance to being knocked over by things that would ordinarily knock you over. This is especially useful in a dungeon, where floors collapse, bridges sway, and your allies will occasionally make decisions that test the structural integrity of reality.

Your horns can serve as natural weapons, ceremonial status symbols, improvised tools, or convenient handles for larger predators. Please note: the last use is not voluntary.

Caprid cultures vary widely, but most value perseverance, community, competitive stubbornness, and the deeply held belief that the shortest route is whichever one lets them climb over the problem.

Potential drawbacks include reduced compatibility with certain footwear, a heightened urge to challenge obstacles that cannot be defeated through headbutting, and the unfortunate tendency for enemies to underestimate you right up until you launch them off a ledge.

You are agile. You are durable. You are difficult to move.

Try not to eat the dungeon décor.

Caprid Traits

Sure Footing: Advantage on saving throws against being knocked Prone.

Mountain Legs: Climb Speed 30 feet.

Horns: Natural strike dealing 1d6 + Strength modifier Bludgeoning damage.

Startling Bleat: As a Bonus Action, choose a creature within 10 feet that can hear you. It makes a Wisdom save, DC 8 + PB + Constitution modifier. On failure, it cannot take Reactions until the start of your next turn. PB uses.

Caprid Traits

As a caprid, you have the following racial traits.

Size

You are Medium.

Speed

Your walking speed is 35 feet.

Mirthful Leaps

Whenever you make a long jump or a high jump, you can roll a d8 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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