Homebrew Ceratopsian Species Details

The Ceratopsian humanoid species group is a fascinating race of humanoid beings that are characterized by their distinct physical features that resemble those of the triceratops. These creatures are bipedal and stand upright on two legs will long arms that can allow them to run on all fours like a gorilla when needed, but they have the unmistakable facial features of the ancient dinosaur, including a bony frill atop their heads and a sometimes a horn on their snouts. Despite their fearsome appearance, these beings are known for their gentle and peaceful nature, and they have a deep connection to their natural surroundings.

Ceratopsians live in tribes and have a nomadic lifestyle. They move from one area to another in search of resources, and they are skilled hunters and gatherers. They are deeply spiritual people and have a strong connection to the land they inhabit, believing that all living things are interconnected and that everything has a spirit. They have a complex social structure, and each member of the tribe has a specific role to play in the community. They are skilled craftspersons, creating intricate jewelry, tools, and clothing from the natural resources around them. Despite the challenges they face living in a harsh and unforgiving environment, the Ceratopsians are resilient and resourceful people, and their culture is rich in tradition, storytelling, and art.

(artwork by Critical Crafting) 

Ceratopsian Traits

As a Ceratopsian, you have the following racial traits.

Seafaring

You have advantage on Intelligence (Nature) and Wisdom (Perception and Survival) checks made while at sea

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Horns

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush

Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

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 push that target with your horns. The target must be within 5 feet of you and no more than one size larger than 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.

Nature's Voice

You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

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