Kapre (5e Race)
From D&D Wiki
Kapre are 7 to 8-foot tall forest dwelling tricksters. Aside from their height kapre resemble humans, that are 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 naturally blend in with. 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 cutting it. Kapre dislike wearing a lot of clothes and if left up to them they will wear only bahags, a type of loincloth. Kapre have a particular love for tobacco and often can be bartered with for such a luxery.
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 treetops while walking amongst 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 during 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 don't really shed light on kapre history itself, just how they have affected 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 a cigar in a tree's shade.
This isn't to say they have no sense of society, their homes are often not too 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 woodwork 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 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
A large forest dwelling race of humanoids with an almost barky skin.
Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.
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. Your size is 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 can cast the charm person spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read and write Common, and Sylvan.
Random Height and Weight
|6′ 6″||+2d8||250 lb.||× (2d6) lb.|
*Height = base height + height modifier