Capri (5e Race)

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Capris[edit]

The goatmen here aren't your typical lusty, fun-loving satyrs. Nay, they be a fierce bunch on their own league...
—Fair Ulrich, Rusty Door Innkeeper

Physical Description[edit]

Capris are humanoids with heavy goat-like features. Their entire body is covered in thick fur, like that of a mountain goat or musk ox. Their face, while human, remains beastly as it is framed with this fur. The color of their hair can be dark, like black or brown, or light, like white and silver. Because of this shaggy appearance, it is easier to distinguish them from satyrs. Unlike satyr's their legs do not have a very strong angle of bending, appearing to be nearly straight and giving them a more upright appearance and shape. Capris have very strong bodies, like that of ox. They also have large hands and thickly cloven hooves for feet. A pointed pair of ears and horns protrude from their heads, and their eyes are usually golden or blue, with a dark pupil that resembles two spheres with a curve in the center.

Their hairy bodies are plenty covered, so capris are loathe to wear heavy clothes. They don't mind armor or accessories like belts and gloves or jewelry. Some capris have been seen to shave themselves, or at least prune their hair once a year. Their hair grows back quick, though, and they usually don't cut it unless they venture into places with unbearably warm weather. Capri horns are considered a rather valuable accessory, as their strength is supposedly a good indicator for mates. One with broken horns is seen as inferior to that with hole ones. It is said that on nights when the constellation of the Great Goat is in the sky, these horns sparkle like stardust.

History[edit]

It was formerly though that capri were related to satyrs because the two of them shared goat-like features. However, as people soon found, capri had the demeanor much different than that of the fun-loving fey, or any fey, really. They were somber creatures that were prone to dark thoughts and even bouts of enraged madness. The later theory is that capri are actually closer relatives to minotaurs, creations of the god Baphomet. Unlike minotaurs, who are commonly predisposed towards solely violence, capri are more moody and brooding. They prefer to be left to themselves in their mountainous herds than participate in bloody battles for glory and gore. Capri do not like to talk about how they came to be, usually just claiming they came into existence as many of the mundane beasts of the world did. Fringe ideas and deep research into their origins have brought strange associations to light, alluding to psionic madness and Far Plane influence. There exists no hard evidence to prove anything, though.

Society[edit]

The mountains that capri call home are often frigid and bitterly cold, not unlike the Spine of the World range. Herds of up to twenty capri make their living jumping around the mountainside. They are known to use existing caves, as they lack tools to efficiently burrow their own, supposedly. In general, the capri do not like being too deep an enclosure, be it a mountain cave or underground. These caves are often decorated with hand paintings using colors made from whatever materials they find, including blood of the deceased. Capri society is strangely morbid in some ways in this aspect. In addition to using the blood of deceased capri, a herd will often partake of a piece of the dead flesh before burying the rest within the mountain walls, symbolizing living through their kin and returning to the mountain. Capri den walls will often be composed of masses of bones when broken open. While they have slight claustrophobia, they are known to sit for prolonged periods of time in a circle, seemingly in meditative or brooding silence. It is at this time that some observers say their psionic secrets come out. Their shadows are said to dance in a grotesque manner, and small, minor natural phenomena occurs around them, as though manipulated by their turbulent inner world. Some say it is their cannibalism of the dead that means unsavory influences linger around them. Capri therefore do not like to brood around others and usually like to have a bit of quiet time daily to themselves.

Language[edit]

Capri language is known also as Caprian or the Tongue of Capricorn. Capricorn is the supposedly name of the Great Goat, whose constellation hangs in the night sky. It is unclear if that is a deity or not. Either way, the capri language consists of bleats and ululations of the back of the throat. Capri have a rapid bodily instrument that allows them to create a succession of staggered noises at roughly 10 syllables a second. These noises are a core part of Caprian, and help to echo across mountainsides, so capri can communicate long-distance.

Capri Names[edit]

Names for capri are more like games. They are anagrams of the race name, usually. Sometimes, they include keywords to events the capri thinks important, or people they find that appeal to them. As these names are usually personally assigned, it is not impossible to find capri who share them due to copying.

Male: Pacri, Cirpa, Apric, Cairp, Rapic, Capir, Racip, Prica

Female: Arcip, Praci, Apirc, Iprac, Apricorn, Acropin, Incorpan

Capri Traits[edit]

Humanoid goatmen who dwell in mountains with a mysterious past
Ability Score Increase. Your Strength score increases by 2 and either your Dexterity or Constitution score increases by 2.
Age. Capri usually live lives shorter than a century long. They mature at around 15 years of age, but are allowed to do all sorts activities once they are 5.
Alignment. Due to their demeanor, capri are usually neutral and absorbed with their own needs. They are not necessarily disposed towards good or evil.
Size. Capri are tall and somewhat stocky in build. They can reach seven feet in height and weigh over 250 pounds.
Speed. Your base walking speed is 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 Dweller. You can scale steep levels of uneven rock and mountainous terrain without making an Athletics check. You're also acclimated to high altitude, including elevations above 20,000 feet.
Thick Fur. You are resistant to cold damage.
Reclusive Knowledge. You are proficient in one skill of your choice from the following: Arcana, Perception, Insight, or History.
Unsettling Origin. Something haunts all capri and it manifests in a strange way. As part of a short or long rest, roll a d8 on the Unsettling Effect table below.
Languages. You can speak, read, and write in Common, Caprian, and one other language of your choice.

Unsetting Effect[edit]

The following effects come from your Unsettling Origin trait. If the effect is not applicable because nothing it affects is in range, nothing happens. If there are multiple objects that would be affected, the DM can choose which is affected.

d8 Effect
1 A source of fire within 30 feet of you, no bigger than 10 by 10 feet, is extinguished.
2 A random object no larger than a 5-foot cube suddenly turns invisible for 1 hour.
3 Eerie lights dance around within 15 feet of you, illuminating up to 30 feet of dim light. These lights last until the end of your rest.
4 A sonorous rumble sounds out from you, rippling water, slamming doors or windows, and lightly skittering rocks within 60 feet of you.
5 You can read the mind of a creature within 10 feet of you for the duration of your rest.
6 A container within 30 feet of you breaks suddenly and spills its contents.
7 A plant within 15 feet of you either blooms or fruits.
8 An article of clothing that is clean suddenly becomes soiled, or a soiled article becomes clean. The article of clothing must be within 30 feet of you.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 5'' +1d8 245 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

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