Homebrew Gidataur Species Details

Gidataurs are similar in appearance to centaurs, however they normally have goat like horns and hooves. as well as thick skulls to ram with. They are skilled at climbing, and are often seen on cliff sides or even in trees. 

Gidataurs while not normally city fairing folk, however they can thrive just about anywhere. most prefer small villages or even seclusion but not all are so inclined. like centaurs gidataurs age like humans and tend to live around 100 years.

like most taur species gidatars are neutral in nature. Most don't tend to become heroes nor villains, however they shouldn't be underestimated. Gidataurs can be stubborn and such often accomplish what they set out to do regardless of who or what stand in the way.

Gidataur Traits

Gidataurs are similar in appearance to centaurs, however they normally have goat like horns and hooves. as well as thick skulls to ram with. They are skilled at climbing, and are often seen on cliff sides or even in trees.

speed

your base walking speed is 40 feet. Your climbing speed is 30 feet

languages

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

Ability Score Increase

Your Strength score increases by 2, and your Wisdom score increases by 1.
 

Equine Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag. a Small or Tiny creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount 
 

Hybrid Nature

You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

 

Hooves

Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier

 

horns

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

goring rush

 Immediately after you use 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.

Charge

If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest

 

Hammering Horns

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you

 

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