Homebrew Qaern Species Details
Arborent is home to Qaern which are horse like creatures that are able to walk on water and glisten in the sunlight. Qaern are treasured amongst Spriggans due to the fact that they live near the most ancient of trees and chase off any creature that has ill intent in it's heart.
Mane and Tail
From afar, one could almost assume a Qaern was simply a wild horse, if not for their odd colourings. Most Qaern take on the blue hues of the pools and waters they protect, though some will also take on the earthy green hues of the ancient trees and forests they guard as well.
A Qaern's mane and tail are long and flowing, often sweeping along the earth and sea when they move. The mane and tail each contain a wide variety of shades, as well as nearly metallic strands of hair. These strands are spread throughout the Qaerns thick coat, as well, making them appear to sparkle in the sun and moon light.
Magical Guardians
Nowhere are the Qaern more comfortable than the water, though there are some that prefer a babbling brook to a deep lake. A Qaern can walk on water at will, though can also choose to swim below the surface instead.
Each Qaern herd is tasked with guarding a sacred pool, magical reservoir, or ancient oasis. Naturally drawn to these places, the Qaern are vicious in their protection of them.
Equine Mannerisms
Qaern live similarly to the equines they resemble. Most comfortable within herds of 4-10, the Qaern follow one top mare and one top stallion. The top mare tends to be the most cautious of the herd, and rallies the older members to aid in the protection of the foals and adolescents. The top stallion tends to be more forward than the mare, attacking new comers first and asking questions later.
Adolescent Qaern are rare, as the creation and gestation of a Qaern foal requires a place with a strong magical aura. For this reason, foals are rarely allowed to leave the herd on their own until they reach 14.
Most Qaern are good and rarely choose sides when it comes to law and chaos. Herd leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Homelands
Hidden away in the eastern part of Chrysanthia is The Arborent, a lush forest home to Tel Maren the sole surviving city of Old Chrysanthia and home to the Spriggans. The Arborent is a beautiful place built into a large tree that is the supposed ancestor of the Spriggan Race. Towering and elegant enough to rival even the most beautiful elven architecture, Tel Maren is the holiest of places to Spriggans and to allow outsiders amidst the city is blasphemy incarnate. The ambient magic surrounding Tel Maren is concentrated enough to allow for natural conception.
QAERN BACKGROUNDS
Backgrounds that are most appropriate for Qaern include the outlander, the hermit, and the sage.
Qaern Traits
A Qaern can walk on water, swim, and travel on land. They have natural armor, natural weapons, and ability to speak multiple languages.Charge
If you move at least 40 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus attack action, making one attack against the target with your hooves.
Ability Score Increase
Your Dexterity score increases by 2, and your Strength score increases by 1.
Languages
You can speak, read, and write Common, Qaern, and Sylvan.
Creature Type
Your creature type is fey
Age
Qaern reach maturity by age 14. Compared to humans, Qaern don’t usually live longer than 35 years.
Size
Qaern are about 5 feet tall at the withers. They have lean, muscular bodies, and weigh between 1,000-1,200 pounds as an adult. Your size is Medium.
Speed
Your base walking speed is 40 feet.
Your base swimming speed is 40 feet.
Back-kick
You attack with your rear hooves at the same time to do 3D6 + STR
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
Equine Build
You count as one size larger when determining your carrying capacity, and the amont you can push or drag. In addition, any climb that requires hands and feet is especially difficult. When you make such a climb, each foot of movement costs you 4 extra feet.
Hooves
Your hooves are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. In addition, because you walk on all four hooves, you are unable to carry a weapon or shield.
Natural Defence
Your AC is equal to 12 + your DEX modifier.
Spellcasting Focus
The Qaern use their horns to cast spells.
Horn Attack
You can use your horn to attack for 1D6+STR damage
Previous Versions
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