Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Bill is a 5 year old Demashyn War Horse. His thick and well maintained light chesnut fur is interrupted only by a razor of white going down his massive snout. He is the pride, joy, and crowning achievement of the horsemaster who bred him, Dillon Charger. Bill's girth is similar to a typical war horse, but packed much tighter with muscle and explosive power- with a temperment to match. Bill is exceptionally brave, but this does not mean he will blindly follow any order given by his new rider. He has an intelligence and agency all his own, and it will take some time to gain his trust and confidence. As you ride with him and prove yourself to be a trustworthy owner, his capabilities and cooperation will improve.
Relationship 1- Bill is wary of you, and requires significant management and attention to ride properly. Bill will obey most basic and non-dangerous riding tasks and exert himself below his comfortable limits. An animal handling check with a DC depending on the danger or level of exhaustion will be required to direct him into dangerous circumstances or force him to keep marching to his limit. When in combat, he cannot take any actions while being ridden.
Relationship 2- Bill is comfortable around you, but you don't understand each other that well yet. Bill will obey basic dangerous tasks and exert himself to his comfortable limit. An animal handling check with a DC based on the excess danger or exhaustion is required to direct him past his comfortable limits. When in combat, he can take the dash, dodge, and disengage actions while being ridden.
Relationship 3- You and Bill now know, understand, synergize, and trust each other. Bill will obey dangerous tasks and exert himself past his comfortable limit. Very dangerous situations and excessive weariness will still require and animal handling check to direct bill. When in combat, Bill can be directed to attack if you spend one of your attacks directing him.
Relationship 4- Bill trusts you equally to his basic primal instincts of fear and self-preservation, and your shared connection seems almost telepathic. Bill will obey very dangerous tasks and exert himself well past his comfortable limits. Only in the most certain-death situations and near death exhaustion will an animal handling check be required. When in combat, Bill can freely attack without having to be directed.
Relationship 5- The comradery, friendship, and ultimate trust between you and Bill has reached beyond fear or self preservation, enviable to even the most experienced cavalry captains. Bill will obey suicidal tasks, and will march until his lungs collapse and his legs snap. No animal handling check will ever be required for any task. When in combat, Bill has the sentinel feat, and will attack your assailants with his reaction if they are within range.
Health 1- Not Applicable to Bill unless neglected, Bill Starts at Health 3. Ability score improvement (already used).+1 hit dice
Health 2- Not Applicable to Bill unless neglected, Bill Starts at Health 3. Ability score improvement (already used), +1 hit dice, prof bonus +3
Health 3- Bill has been well groomed, exercised, and medically tended for his whole life, but there's still room to grow. His muscles brim with power and his eyes gleam with life. People cant help but admire the handsome specimen that is Bill. This does NOT help to humble his already inflated ego. Ability score improvement (already used), +1 hit dice, resilient feat.
Health 4- Bill has been fully raised into adulthood with excellent diet, exercise, and medical attention. Bill's ego is thriving and the mares can't get enough of him. Ability score improvement, +1 hit dice, mobile feat.
Health 5- Bill has gotten a better diet than aristocrats and more exercise than a racing horse. Your most dangerous foe is now the swarm of mares that will trample you anytime bill goes near a stable or wild horse pack. Ability score improvement, +1 hit dice, tough feat.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Smolder. Bill is an exceptionally handsome horse, so much so that he has the ability to literally disarm mares no matter how hostile they may be to him. All mares within 120 feet and can see bill need to roll a DC 16 wisdom saving throw or be charmed by him. This doesn't really help for anyone but Bill himself, as enemy mares and their riders will still be happy to kill you or your allies.
Description
Bill is a 5 year old Demashyn War Horse. His thick and well maintained light chesnut fur is interrupted only by a razor of white going down his massive snout. He is the pride, joy, and crowning achievement of the horsemaster who bred him, Dillon Charger. Bill's girth is similar to a typical war horse, but packed much tighter with muscle and explosive power- with a temperment to match. Bill is exceptionally brave, but this does not mean he will blindly follow any order given by his new rider. He has an intelligence and agency all his own, and it will take some time to gain his trust and confidence. As you ride with him and prove yourself to be a trustworthy owner, his capabilities and cooperation will improve.
Relationship 1- Bill is wary of you, and requires significant management and attention to ride properly. Bill will obey most basic and non-dangerous riding tasks and exert himself below his comfortable limits. An animal handling check with a DC depending on the danger or level of exhaustion will be required to direct him into dangerous circumstances or force him to keep marching to his limit. When in combat, he cannot take any actions while being ridden.
Relationship 2- Bill is comfortable around you, but you don't understand each other that well yet. Bill will obey basic dangerous tasks and exert himself to his comfortable limit. An animal handling check with a DC based on the excess danger or exhaustion is required to direct him past his comfortable limits. When in combat, he can take the dash, dodge, and disengage actions while being ridden.
Relationship 3- You and Bill now know, understand, synergize, and trust each other. Bill will obey dangerous tasks and exert himself past his comfortable limit. Very dangerous situations and excessive weariness will still require and animal handling check to direct bill. When in combat, Bill can be directed to attack if you spend one of your attacks directing him.
Relationship 4- Bill trusts you equally to his basic primal instincts of fear and self-preservation, and your shared connection seems almost telepathic. Bill will obey very dangerous tasks and exert himself well past his comfortable limits. Only in the most certain-death situations and near death exhaustion will an animal handling check be required. When in combat, Bill can freely attack without having to be directed.
Relationship 5- The comradery, friendship, and ultimate trust between you and Bill has reached beyond fear or self preservation, enviable to even the most experienced cavalry captains. Bill will obey suicidal tasks, and will march until his lungs collapse and his legs snap. No animal handling check will ever be required for any task. When in combat, Bill has the sentinel feat, and will attack your assailants with his reaction if they are within range.
Health 1- Not Applicable to Bill unless neglected, Bill Starts at Health 3. Ability score improvement (already used).+1 hit dice
Health 2- Not Applicable to Bill unless neglected, Bill Starts at Health 3. Ability score improvement (already used), +1 hit dice, prof bonus +3
Health 3- Bill has been well groomed, exercised, and medically tended for his whole life, but there's still room to grow. His muscles brim with power and his eyes gleam with life. People cant help but admire the handsome specimen that is Bill. This does NOT help to humble his already inflated ego. Ability score improvement (already used), +1 hit dice, resilient feat.
Health 4- Bill has been fully raised into adulthood with excellent diet, exercise, and medical attention. Bill's ego is thriving and the mares can't get enough of him. Ability score improvement, +1 hit dice, mobile feat.
Health 5- Bill has gotten a better diet than aristocrats and more exercise than a racing horse. Your most dangerous foe is now the swarm of mares that will trample you anytime bill goes near a stable or wild horse pack. Ability score improvement, +1 hit dice, tough feat.
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