Capricorn (5e Race)
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"Never underestimate how quickly a Capricorn can introduce your chest to its horns and don't think for a second you can outrun it." - Caelum Milanesi, Silverymoon Hunter
Capricorns are large tall humanoid beasts which appear to be half man, half goat. Tall and intimidating in size they are known for their physical strength, toughness and agility. The most notable feature in a Capricorn is their large horns which protrude out of their head. They also have hooves rather than feet and are covered with a thick layer of fur. Capricorns also tend to have a semi-exoskeleton, as their bones can often grow outside of their bodies, such as their chest and skull.
Capricorns are wild intelligent beings that roam the lands of Faerun. Exotic and few in numbers, these creatures will approach combat cautiously and are excellent hunters and trackers. Not much is known about them as they do not tend to have a culture of their own, however, they are known by Druid kind as intelligent majestic beasts that can sometimes rival their own intellect and wisdom. They will often claim wide territory and act otherwise nomadic in that area, although it is not unusual for a Capricorn to not claim territory at all and wander the lands freely.
Because of their exotic nature, many of the rare creatures are taken into slavery or become arena fighters. These Capricorns express a deep hatred for cultured societies and when freed often go on rampages to exact revenge on their capture. In extremely rare cases, Capricorns become servants of Demons or become Demons themselves. These Capricorns are especially deadly and are amongst the strongest of their kin.
Capricorns live in the northern part of Faerun, often roaming the forests and plains. They will often live a solitude life, although it is not unknown for Capricorns to form small pacts with their kind or similar creatures. When it is time to mate, individuals of their species will seek out another of their kind, following any tracks they might find of a possible suitor. Male Capricorns will often fight other males for territory rights and for mating rights within that area if a female is found there.
Capricorn's often give their children first names only, as do not tend to have families.
Male: Aigneis, Batair, Fiynn, Kael, Phelan
Female: Aingeal, Cailyn, Liaden, Saihb, Una
Man beasts with large horns, similar to Minotaur although more agile.
Ability Score Increase. Your Strength and Constitution scores increases by 1.
Age. Capricorns mature around the age of 4 and generally live up to the age of 30.
Alignment. Capricorns are free creatures and will often be chaotic and neutral in nature. This is to reflect the lives they may live in the wild, however, Capricorns that have grown up in civilised society may not reflect this, as they have grown up used to the ways of whatever culture they were raised in.
Size. Capricorns are usually very tall and range around from 6 to 7 feet high. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Ram. You can use an attack action to make a Ram attack directly after moving at least 10 feet in a straight line. The target must make a Dexterity saving throw or take 1d6 piercing damage for every 10 feet you charged in a straight line uninterrupted. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. This damage is capped at 2d6. This damage cap increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 17th level.
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.
Languages. As a Capricorn you can speak and read Common and one other language.
Wild Capricorns are those found in the forests and plains of Faerun, they are adapted for surviving in the wilds.
Ability Score Increase. Your Dexterity score increases by 1.
Survivalist. As a Capricorn, your natural ability to survive in the wild gives you proficiency with the Survival skill.
Fur Coat. As a beast of the wilds you have a fur coat which makes you naturally adapt to Extreme Cold. You’re acclimated to Extreme Cold, as described in chapter 5 of the Dungeon Master’s Guide.
Demon Capricorns are those Capricorns that have been touched by a demonic power. Giving up the ways of their kin, they have decided to become warriors rather than hunters.
Ability Score Increase. Your Strength score increases by 1.
Intimidating. Through battle you have gained an intimidating presence. You have proficiency with the Intimidation skill.
Red Coat. Your fur coat has been stained red from countless battle and the flames of war burn brightly in your soul. You’re acclimated to Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide.
Urban Capricorns are Capricorns which have grown up around people, towns and cities rather than wild animals, plains and forests.
Ability Score Increase. Your Constitution score increases by 1.
Entertainer. You have grown up entertaining the people of cities, whether it be in a circus, arena or something completely different. Because of this, you have proficiency with the Performance skill.
Literate. Unlike the rest of your kin, you have had the time to study the written forms of the languages you speak. You can write in Common and in your other chosen language.
While fighting or hunting are the lifestyles of other Capricorns, you have found solace in knowledge and observing the effects of magic.
Ability Score Increase. Your Wisdom score increases by 1.
Arcane Knowledge. Having studied magic and its reach, you have gained proficiency with the Arcana skill.
Innate Spellcasting. You may learn one cantrip from the Druid spells list. Your spell-casting ability for this cantrip is Wisdom.
Random Height and Weight
|6′ 6″||+1d6||170 lb.||× (2d4) lb.|
*Height = base height + height modifier