These humanoid goats are rather small, 1m20 to 1m30, stocky and tough with an undulating coat that can be brown, white or black, slightly curved horns and cloven hoofed feet.
Attentive, caring, dedicated and dependable, they tend to be quiet, slightly contemplative and peaceful.
They see goats as a creature to protect cherish and not necessarily related to them. They find them a bit dumb, hapless and helpless. Due to their physical similarities, they have developed a sense of guardianship.
They speak what is known as Treoky. It is difficult for other races to speak, except for Taureans.
Long ago, before The First War, living in the mountains as the Dwarves do, they quickly found themselves exchanging and trading with them. Their compatibility led to an alliance which eventually evolved into a co-dependence.
The Treocs cultivate various plants and raise goats, in exchange, the Dwarves protect them and don't eat or kill goats.
Each valley protected by Dwarves has a clan of Treocs living in it. The clan is headed by a council of elders and all decision are taken for the good of the community.
Being mostly peaceful, they value their community above all else. Exile is considered the worst sentence that can be inflicted on a Treoc. They will strive to maintain unity, but not at all cost and not through uniformity.
They consider work as their duty to the deities, that through work their body is sanctified.
As for their mind, they see quiet contemplation as sanctity. A Treoc needs regular silence for her or him to maintain a good mental balance.
D&D 5th Edition Racial Traits
- Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
- Size. Treocs are around 4 feet tall and average about 95 pounds. Your size is considered medium.
- Speed. Your base walking speed is 25 feet, and you ignore difficult terrain in the mountains.
- Alignment. Treocs are most often good or loyal, rarely evil and almost never chaotic.
- Languages. You can speak, read, and write Common, Treoky and Dwarven.
- Natural Worker. You have proficiency in the Athletics skill and one Tool Set.
- Stubborn Endurance. You can focus yourself to occasionally shrug off fatigue or even injury. When you gain a level of exhaustion or take damage, you can use your reaction to either ignore the fatigue or some of the damages. For damages, roll a d12, add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
- Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
- Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
- Battering Charge: If you move at least 20 feet straight toward a target, you can make one unarmed strike with your horns as a bonus action.