Homebrew Awakened Giant Goat Species Details
Awakened Giant Goats are kinda what the name suggests; some random being with magical ability of a strong sort came along a Giant Goat and casted the awaken spell on it. Now, the poor creature is sentient and has anxiety. Oh, no.
Giant Goat horns range in size from about 1.5 foot long to easily three times that length. Goat horns will curl and turn in a variety of ways, whichever species of goat you want to base your character design on.
Thick fur covers their entire bodies, with tuffs hanging from their chin. Their legs end in heavy, cloven hooves, and they have short, tufted tails.
Creating Your Character
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak and read Common, and speak Goat and Goat related languages. You cannot write, as you have hooves.
Creature Type
Your creature type is Beast.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Awakened Giant Goats tend to wildly vary in life span, anywhere from 5 years to 1.5 centuries.
Height and Weight
Giant Goats are pretty freaking tall. The character that this race was inspired by is about 12 or so feet tall, 7ft at the shoulder. Weight? Don't even think about it, you'll break the scale.
Awakened Giant Goat Traits
As an awakened giant goat, you have the following racial traits.Creature Type
You are a Beast.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Ram
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 2d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Charge
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, and the target takes an extra 2d4 bludgeoning damage. If the target is a creature, it must make a contested strength saving throw against you and succeed, or be knocked prone.
Sure-Footed
You have advantage on strength or dexterity saving throws made against effects that would knock you prone
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