For a homebrew Gnoll race I basically took the official Minotaur and reflavored its abilities to better fit a Gnoll. With many it was fairly straightforward, but for Hammering Horns I'm having some difficulty.
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 target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
The original idea was to replace the shove with a leg sweep to, instead of pushing the target away, you trip them to make them fall prone. But then I came up with a more interesting option that relates to the Gnoll monster race. This would simply remove the Hammering Horns feature, and instead give something similar to the Rampage ability from the monsters. That would change the official Rampage from this:
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
To this
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to drop/stow the equipment he is holding, move up to half/full his speed and make a grapple check to try and pounce on a foe, pinning it under him.
My idea behind it is that after a kill the gnoll would get such an adrenaline boost added to its bestial agression that it would trade some protection and combat maneuvrability in exchange for a full on offensive move, possibly to take advantage of enemy allies that are shocked by their companion's death by the monstrous beast.
.What are your thoughts on it? Note that this is for a Playable Gnoll race which is a reflavor of the official PC Minotaur race.
This can also be somewhat seen in the last feature in the Tavern Brawler feat, the difference being that you attempt to grapple another target as your first target was killed by the attack:
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
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For a homebrew Gnoll race I basically took the official Minotaur and reflavored its abilities to better fit a Gnoll. With many it was fairly straightforward, but for Hammering Horns I'm having some difficulty.
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 target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
The original idea was to replace the shove with a leg sweep to, instead of pushing the target away, you trip them to make them fall prone. But then I came up with a more interesting option that relates to the Gnoll monster race. This would simply remove the Hammering Horns feature, and instead give something similar to the Rampage ability from the monsters. That would change the official Rampage from this:
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
To this
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to drop/stow the equipment he is holding, move up to half/full his speed and make a grapple check to try and pounce on a foe, pinning it under him.
My idea behind it is that after a kill the gnoll would get such an adrenaline boost added to its bestial agression that it would trade some protection and combat maneuvrability in exchange for a full on offensive move, possibly to take advantage of enemy allies that are shocked by their companion's death by the monstrous beast.
.What are your thoughts on it? Note that this is for a Playable Gnoll race which is a reflavor of the official PC Minotaur race.
This can also be somewhat seen in the last feature in the Tavern Brawler feat, the difference being that you attempt to grapple another target as your first target was killed by the attack:
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.You are proficient with improvised weapons.Your unarmed strike uses a d4 for damage.