Caprinoids (D&D 5e)

 Caprinoids


Caprinoids resemble Saytr-like creatures with hooved goat legs and horns; however, are more closely related to Tieflings. Sporting pointed tails and glowing goat-like yellow eyes. Their skin is a mix of rocky earth-like tones, ranging anywhere from a pale grey to a dark obsidian black. Caprinoids like Tieflings are descendants of infernals, however, with a distinct Fay-like ancestry. Inheriting much of their love for Fay-like trickery and deception.



Infernal Bloodlines
Like Tieflings, Caprinoids can trace their lineage back to many of the Lords of Hell, often reflecting certain aspects of their infernal heritage. While able to be as friendly or as sociable as Tieflings, Caprinoids hide a more animalistic, vicious streak inherited by their infernal relations. Which can sometimes cause more primal-like rages to erupt from them in times of stress or anger.

Cryptic Story Keepers
Caprinoids are inherently charismatic and knowledgeable when it comes to arcane history, taking special interest in infernal and abyssal legends and stories. Twisted cryptic tales of magic and madness are often their inspiration for songs and stories, drawing from the darker elements that most bards tend to avoid.

Caprinoids Names
Caprinoid names tend to fall into two categories, either those tied to their infernal heritage or names following their fay heritage or some combination of the two. Some Caprinoids will adopt a new name once they reach maturity. These self-appointed names often reflect some element that the Caprinoid is searching for. Such as ‘Harth’ or ‘Mellow’.

Male Names: Harth, Maelin, Draven, Thistle, Zephyr, Shadowmire, Baelor, Lysander, Faeris, Calder.
Female Names: Mellow, Lyra, Seraphine, Elysia, Vespera, Isolde, Lunara, Nyx, Embera, Sybella.

Ability Score Increase
Your Charisma score increases by 2, and you increase an ability score of your choice by 1.

Age
Caprinoids mature at the same rate as humans but live much longer to at most 800.

Size
Caprinoids range from just under 6 feet to about 8 feet in height, with generally slender builds. Your size is medium.

Speed
Your base walking speed is 35 feet.

Darkvision
Thanks to your infernal heritage, 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 colour in darkness, only shades of grey.

Flame Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. If a hostile creature is within 15 feet of you before or after teleporting, it must make a Dexterity saving throw (DC 8 + your proficiency bonus + your chosen ability modifier: Int, Wis, or Cha). On a failed save, the creature takes 1d8 + your chosen ability modifier, fire damage, and half on a successful save. You recover this ability after you take a short rest.

Hot Stone Body Resistance
Creatures attempting to grapple you take 1d4 fire damage at the start of their turn, and you are immune to fire damage.

Infernal Historian
You gain proficiency in History and Arcana and know one Cantrip from the Druid spell tree.

Languages
You can speak, read, and write Common and Infernal.


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