Homebrew Capra Species Details
The frozen north is the home of the hardy, many of the most savage races live there. The Capra are no exception, but they strive to civilize these twisted lands. They lie in wait by the mountain tops, building in safety and hiding from the creatures below. The Capra are wary of travelers but are not always hostile, the eagles that soar above find warmth and safety among the Capra and the Goat-kin receive treats of flesh and bone. The Capra when spotted are usually considered savages and are chased to the mountain tops, but truly they have just not been given a chance to grow.
Frigid Lives
The Frozen wastes are home to many challenges, the weather itself twists and spurs to kill the inhabitants. The Capra seek shelter on mountain sides. They will eat simple vegetation and hunt the creatures that also live among these cliffs. They avoid Ice giants for ice giants bend them to slavery. They will also send hunting parties to the low lands and come back with rare items such as bear pelts and wolves skins.
Cliffs and Tribes
The Cliffs of the Goatmen are steep and frigid. They are accumulated to the tough terrain. They see cities as complex tribes that lay flat on the ground. They tend to gravitate to the largest buildings because they are used to the largest buildings being the most important. They usually are at odds with Goliath however the survival of two tribes overtakes ancient hatred and the tribes may join together. In this case the Goatmen usually become the leaders of the tribe and construction and the Golaiths almost solely make up the warrior caste.
Capra Names
Goatmen names are simple, they are titles and change often. Depending on the tribe and the situation the name might change. Titles become their unchanging names around the age of 40. The exception to a straight title are usually great fighters, shamans, or cleric they are named after natural events. Male Capra Names: Rain, Gatherer, Hunter, Cliff, Spear, Stone , Slinger Female Capra Names: Gail, Storm, Huntress, Gatheress.
Capra Traits
The Frigid waste have bred these attributes into you
Cliff Lives
The life on the cliffs have given your species proficiency in Athletics, and Survival.
Ability Score Increase Your wisdom score increases by 1, and your Constitution score increases by 2.
Age The Capra reach adulthood early around the age of 14 and become elders around the age of 80
Alignment The Cliffs have taught you to walk the same paths, your tribe life has taught you the value of community. Goatmen lean toward Lawful, good or evil usually isn't seen within the blizzard.
Size Capra are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision The long winter nights have forced your ancestors to acquire Darkvision up to 30 feet.
A Cliff runner
Cliffs and Hills do not cause difficult terrain. Thin walkways also do not slow you down. The extreme cold also does not cause exhaustion.
FOR THE HERD! As a reaction you may increase your AC by the number of allies within 10 feet of you (Up to 3). You may only use this ability once per long rest.
Headbutt When making an unarmed strike you may forgo using your fists and instead use your head. You must make an attack roll adding strength. On hit you deal 1d6 damage + strength, but cannot be wearing a helmet.
Languages You can speak, read, and write Common and Giant. Giant is the trade language of the deep mountains.
Capra Traits
Your Goat-kin blood give you these traits.Cliff Lives
The life on the cliffs have given your species proficiency in Athletics, and Survival.
Ability Score Increase
Ability Score Increase Your Wisdom score increases by 1, and your Constitution score increases by 2.
Darkvision
The long winter nights have forced your ancestors to acquire Darkvision up to 30 feet.
A Cliff Runner
Cliffs and Hills do not cause difficult terrain. Thin walkways also do not slow you down. The extreme cold also does not cause exhaustion.
For The Herd
As a reaction you may increase your AC by the number of allies within 10 feet of you (Up to 3). You may only use this ability once per long rest.
Headbutt
When making an unarmed strike you may forgo using your fists and instead use your head. You must make an attack roll adding strength. On hit you deal 1d6 damage + strength, but cannot be wearing a helmet.
Languages
You can speak, read, and write Common and Giant. Giant is the trade language of the deep mountains.
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