Goatfolk

by WasabiPenguin

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Goatfolk

Roaming the plains, forest and mountains of the worlds, is a reclusive race of sapients known as the Goatfolk, with the upper half of a humanoid and the lower half of a goat. This race is a result of the Feywild seeping through to the material planes and blending with the other races of the planes. Today, they have spread far and wide, adapting to their environment - Losing much of their Sylvan ancestry but instead gaining a myriad of changes to suit their backgrounds. Many Goatfolk prefer to travel in nomadic tribes, but it is not unusual to see a lone Goatfolk exploring the lands alone.

Goatfolk Traits

Your Goatfolk character has an assortment of inborn abilities, part and parcel of Sylvan nature.

Ability Score Increase. Your Constitution Score increases by 2.

Age. Goatfolk reach adulthood at the age of 10 and generally lives into their 50s.

Alignment. Due to their Sylvan heritage, Goatfolk tend towards chaotic alignments. Goatfolk value freedom above all else, tending to be a nomadic folk who don't like to be restricted by class or law. This generally leads to them being perceived as unreliable, or at least unpredictable.

Size. Goatfolk are somewhat larger than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Sure-footed. You have advantage on saving throws that would knock you prone.

Languages. You can speak, read and write Common and Sylvan. The Goatfolk dialect of Sylvan takes the forms of bleats, grunts and clicks, and uses the Elven alphabet.

Subrace. Three main subraces of Goatfolk populate the worlds of D&D: Forest Goatfolk, Mountain Goatfolk and Plains Goatfolk. Choose one of these subraces.

Forest Goatfolk

Forest Goatfolk, commonly known as "Fauns", tend to be wiser and more perceptive than their cousins. They are often far more in touch with the surrounding nature than their brethren and even have a small degree of inherent nature magic. They have medium length horns and their fur tends to blend into the undergrowth.

Ability Score Increase. Your Wisdom Score increases by 1.

Natural Magic. You know the druidcraft cantrip.

Keen Senses. You gain proficiency in the Perception skill.

Fleet of Hoof. Your base walking speed increases to 35 feet.

Mountain Goatfolk

Mountain Goatfolk, commonly know as "Lapidei", tend to be stronger and more hardy than their cousins. They are often bulkier and taller than their brethren, boasting huge, curling horns and thick, shaggy fur.

Ability Score Increase. Your Strength Score increases by 1.

Horns. Your horns are natural melee weapons, with which you're proficient. When you hit with them, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that creature with your horns. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 10 feet away from you.

Plains Goatfolk

Plains Goatfolk, commonly known as "Satyrs", tend to be more charismatic and playful than their cousins. They are often known for cavorting and partying into the night. They tend to have less fur and smaller horns.

Ability Score Increase. Your Charisma Score increases by 1.

Natural Performer. You gain proficiency in the performance and persuasion skills and proficiency with woodwind instruments.

Natural Magic. You can cast the charm person or speak with animals spells once per day.

 

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