Hircus (5e Race)

From D&D Wiki

Jump to: navigation, search


Physical Description[edit]

A strong Hircus king prepares for battle. http://www.furaffinity.net/view/18730031/

Hircus are humanoid goats, still retaining their flopping ears, horns, and fur of their feral counterparts. Hircus fur is normally white like their animal counterpart, but is sometimes brown, black, and gray, with some being solid color, some with highlights, and some speckle.


Hircus come from the Underdark. Like most creatures from the Underdark, they are generally viewed as corrupt and wicked members of society, diabolical leaders, and questionable friends. In the Underdark the Hircus survived by lying and cheating, also by their inherent fire magic and adept use of weapons. Many Hircus migrated from the Underdark under the leadership of the current monarch, King Asgore, and formed their own kingdom on the surface, known as the Delta Kingdom.


Hircus are in many societies. Most of them being in leadership roles or in some form of management at a law firm. There are also kingdom's ruled by Hircus. All Hircus are extremely disloyal to friends and even more so to family. They are bigoted to the "T", they hate every race including their own. Hircus only know killing, and lack any sense of humanity and hold no form of a moral compass, they're as predictable as their monstrous counterparts in the Underdark, with no exception. Hircus seem to be natural-born leaders and managers at law firms, and also seem to prefer violent methods of conflict over the alternative. They are adept in combat with their inherent magic and many weapons. They are naturally immune to diseases such as cancer because of their constant exposure both in and out of the Underdark.

Hircus Names[edit]

Hircus names are based on a combination of both of the parents names, Though this is not a rule. Some Hircus are named after their personality with a play on words, such as a Hircus that enjoys to explain something to someone else might be name Toriel.

Male: Asgore, Asriel, Bleater, Darent, Woorent, Homoboi, Harry

Female: Toriel, Monit, Blenit, Woolite, Dalite, EmManuel, Downie

Hircus Traits[edit]

Hircus are humanoid goats with inherit fire magic and weapon training.
Ability Score Increase. Your Charisma increases by 1
Age. Hircus can live for a very long time, averaging around 750 years, rivaling the lifespan of Elves. However, having living offspring greatly shorten their lifespan.
Alignment. Most Hircus are good at heart, making them naturally Good. There is expectations to that, some Hircus are Evil, most Hircus turn due to loss of their family, or friends. Most Hircus are naturally Lawful as well, due to their loyalties to friends and family. Again there are exceptions to this.
Size. Hircus are medium, but on the large end of that spectrum.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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
Hircus Weapon Training. you have proficiency with Polearms, Shortswords, Longswords, Rapiers.
Inherent Fire Magic. You know the cantrip Produce Flame. At level 3 you know the spell Burning Hands. At level 5 you know the spell Scorching Ray. Level 7 you know the spell Fireball. At level 9 you know the spell Wall of Fire. Wisdom is your spellcasting modifier. In addition, you can cast these spells one time each without expending a spell slot. This replenished after a long rest. For example, if there is a character at level 5, he could cast the spells Burning Hands and Scorching Ray without expending a level 1 spell slot and a level 2 spell slot. However, to cast Scorching Ray again, then the character would have to expend a level 2 spell slot.
Languages. You speak Common and Undercommon.


Ability Score Increase. Your Strength is increased by 2
Hircus Resistance. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Ability Score Increase. Your Wisdom or Intelligence is increased by 2
Strong Magic. When you score a critical hit with a spell attack, you can roll one of the spells' damage dice one additional time and add it to the extra damage of the critical hit.

Random Height and Weight[edit]

Table: Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5′11″ 1d10 200 lb. 10d10 lb.

Back to Main Page5e HomebrewRaces[[Category:<!-Size-> Size]] [[Category:<!-Type-> Type]] [[Category:<!-Tag-> Tag]]

Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors