Moosoe
DnD Moosoe Race
The Moosoe are a peaceful,
nature-bound race that resemble deer. The female Moosoe appear as elegant does who can stand upright and use their hands like humans. The male Moosoe, on the other hand, have the majestic appearance of reindeer or elk, complete with large, regal antlers. These antlers are not only used for display, but also as weapons when necessary. Females also grow smaller antlers, but they too are capable of defending themselves.
Mother Nature
Moosoe live in small, close-knit village communities deep within the forests. Their culture is deeply connected to nature and is shared with the Treants, living, sentient trees that can walk and speak. Both races live in harmony, for they worship the same goddess: the goddess of nature, often referred to as Mother Nature.
Pope of Nature
These villages are led by a Pope of Nature, a spiritual leader who is able to communicate directly with Mother Nature. Each community of Moosoe and Treants has its own pope, who acts as protector and guide. Though the Moosoe and Treants rarely resort to violence, they will do whatever is necessary to protect nature from outside threats.
Stats
- Speed: 30ft
- Size:Your size is Medium.
- Age: Moosoes reach maturity around 12 years. They live long lives compared to the rest of the Humblefolk, between 100 and 150 years, something they attribute as much to their way of life as the blessing of Cairith. Pronghorns generally live longer than groveMoosoes, which is considered a sign of Cairith’s favor.
- Practical:Moosoes are eminently practical and like to spend their time learning useful skills for life in their woodland villages. You gain proficiency in one of the following skills: Athletics, Medicine, Nature, or Survival.
- Surge of Vigor:All Moosoes possess a great tenacity and will to survive, which allows them to bounce back from even the most devastating blows. If an attack deals over half of your current remaining hit points in damage, (even if your hit points are reduced to 0 by the attack) you immediately regain hit points equal to 1d12 + your Constitution Modifier. You can’t use this feature again until you have completed a long rest.
- Robust Build: Your carrying capacity is doubled, as is the weight you can push, drag, or lift.
- Antlers:You have a set of large, strong antlers that can be used to make devastating charge attacks. You can use your unarmed strike to gore opponents, dealing 1d6 + your Strength Modifier piercing damage on a hit. Additionally, if you move at least 20 feet in a straight line towards an opponent, you can spend a bonus action to charge them, dealing an extra 1d6 points of piercing damage. If the target of your charge is Large or smaller, they must make a Strength saving throw against a DC of your Proficiency Bonus + 8 + your Strength Modifier. On failure, the target is pushed 10 feet away from you into a space of your choice.
- Languages: Your character can speak, read, and write. Common, Deer, Tree and one other language that you want.