Kapre (5e Race)

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Physical Description[edit]

Kapre are 7 to 8 foot tall Forrest dwelling tricksters. Aside from the height Kapre resemble Humans, just a little rougher around the edges from living in the wilds. Kapre skin tone ranges from light brown to dark brown and resembles the bark of the trees that they reside in to a degree.They also have eyes that vary from gold to red and appear to dimly glow in the dark. Kapre hair is long and course, often, but not always in dreads, and is black or brown naturally. Adult male Kapre have beards and dislike shaving. Kapre dislike wearing a lot of clothes and if left up to them they will wear only Bahag (type of loincloth). Kapre are also never seen not smoking a cigar, if a Kapre doesn't have a cigar then something is wrong.

Although it is rare someone will even see a Kapre, it is more likely that someone will know one is around by seeing the cigar smoke rise above tree tops while walking amoungst the woods.


Not much is known about Kapre history as they tend not to write events down with a lack of materials from living in forests, and even if they did Kapre rarely interact with kind enough to have compiled any knowledge they would have written down.

Any history recorded about the Kapre is that written by other races durinng occasional interactions. These interactions are usually restrained to one of three scenarios, the first being some kind of group having their mobilization set back after disturbing a Kapre's tree, the second being a governing body making a deal with Kapre so they can get Kapre Cigars to use as a valuable export, or the third being recorded exploits of some of the few Kapre that became adventurers. Though these dont really shed light on Kapre history itself, just how they have effected others.


Kapre are very laid back and seem to have no society of their own, as Kapre live alone mostly in large trees such as Mango, Acacia, Narra or Balete in forests. And while some Kapre do live in ruins or abandoned houses if you find one they're probably smoking cigar in a tree's shade.

This isn't to say they have no sense of society, their homes are often not to far from civilization as they enjoy playing tricks and pranks on people. These pranks are usually harmless and never harm their targets. Kapre pranks are usually along the lines of misguiding travelers, making people think they are lost when they aren't, or quietly putting people's beds up trees while they sleep in their bed.

When they aren't pulling pranks they are usually nice and kind to people they make contact with and are quick to make friends. They enjoy drinking and gambling with those they have befriended.

A common reason for a Kapre to come out the wood work is that they often fall in love with members of different races, most commonly humans and similar humanoids. Many stay as secret admirers from afar or as a friend and watch over the target of their affection, for the rest of that creatures life, without ever revealing their affection toward the person. Although some Kapre do confess their feelings to the those they fall for and can form relationships with them. That being said, Kapre are the jealous type and anyone who tries to pursue the one they love romantically will receive the brunt of their mischief.

Though, one should be careful not to disturb the tree which a Kapre calls home as they are protective of it and respond aggressively and violently in spite of their affinity for people.

Kapre Names[edit]

Kapre normally have names derived from plants or natural features/phenomena of the area they are from, or names common to races or towns they live near

Male: Canyon, Squall, Fern, Isko, Arbor

Female: Delta, Hail, Acacia, Diwa, Sylva

Kapre Traits[edit]

A large forest dwelling race of humanoids with an almost barky skin.
Ability Score Increase. +2 Charisma and +1 Wisdom
Age. Kapre reach maturity in their late teens and stop aging in their late 20s-early 30s. They start to age again around 150 years old, and usually only live for about 2 centuries
Alignment. While Kapre alignment can vary, the vast majority are Chaotic Neutral
Size. Medium
Speed. Your base walking speed is 35 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.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage. heavy rain, falling snow, mist, and other natural phenomena
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Nature's Wisdom. You have proficiency in the Nature skill.
-Charming. You may attempt to cast charm person spell. Your spellcasting ability for this spell is Charisma.
-Confusion. This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled random actions. One creature targeted within 60 feet must succeed a DC 8 + your Charisma modifier(minimum 1) + your proficiency modifier Wisdom saving throw when you cast this spell or be affected by it. This spell lasts up to a minute and requires concentration. You regain use of this trait after you finish a long rest.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

2-6 The creature doesn’t move or take actions this turn.

7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Languages. Common, Sylvan

Random Height and Weight[edit]

6′ 6″ +2d8 250 lb. × (2d6) lb.

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