Homebrew Alcetaur Race Details

Much like the Minotaurs, Alcetaurs resemble half-men half-beast. Many have the tell-tale antlers of a moose while others don’t. Pelt colours range anywhere from brown to grey. Many prefer the comfort of not wearing much clothing, as their thick fur keeps them warm in their natural climate but dangerously hot in moderate weather.

While their cousins are known for savagery and evil past, Alcetaurs are gentle giants. Despite being level headed and peacekeepers by nature, when enraged they are deadly up close.

Alcetaur Traits

Alcetaurs use their immense size to great effect.

Ability Score Increase

Your Strength Score increases by 2, your Constitution Score increases by 2.

Ability Score Decrease

Your Dexterity Score decreases by 2.

Age

Alcetaurs reach adulthood around 20 years old, and can live up to around 80 years old.

Alignment

Gentle in nature, Alcetaurs are known to be gentle giants. Their alignment tends to range anywhere from Neutral to Good, but Evil ones have been known to splinter off from society.

Size

Alcetaurs are known to be between 7.5 to 9 foot tall depending on the size of their antlers. They can range anywhere from 300 to 500 pounds. Your size is medium.

Speed

Your speed is 40ft.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Antler Charge

An Alcetaur can make a charging attack with their antlers, causing 1d10 bludgeoning damage plus your Strength Modifier. Any creature the same size as you or smaller must succeed a DC12 Strength Saving Throw or be thrown 5 ft. and knocked prone.

If you’ve collided at a creature, it is considered grappled for the duration of this action. If you still have movement after grappling a creature, your movement is treated as difficult terrain. This doubles per creature caught in the charge.

While charging, you must expend all of your movement speed, stopping only when you collide with an object or run out of movement. If you collide with a wall, you take 1d6 worth of damage for every 10ft. charged prior to colliding with the object rounded up. Any creatures grappled in the charge take double the original damage.

You can use this twice per long rest.

Language

You can speak, read, and write Common and Sylvan.

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