Homebrew Equinal variant Species Details
Equinals were large, bipedal horse-like guardinals (celestial) native to the Blessed Fields of Elysium and the House of Nature(Astral Plane).
Equinals were massive humanoid creatures with several of the features of a draft horse, including a horse-like head with long face; a crest or mane of long, wild hair that ran from their head to halfway down their back; long unguligrade legs ending in hooves and clad in short, bristly hair; and hands with thick nails as hard as iron that formed hooves when closed into a fist. They had highly muscular builds, with barrel chests, powerful shoulders, and long arms and stood 7.5 feet (2.3 meters) or 8 feet (2.4 meters) tall while weighing in at at least 600 pounds (270 kilograms).
Species background info:
Equinals tended to live in groups more often than other guardinals, as they had a fondness for one another's company. Such a group comprised up to twelve or eighteen members and was typically termed a 'band'—anyone calling them a 'herd' was liable to be answered by a hoof to the face. They were friendly and welcoming to travelers, but their boisterousness and rough play made it dangerous for outsiders to get involved in equinal activities.
Equinals were generally benevolent, brave, and tenacious but also boisterousand pigheadedly stubborn. They threw themselves enthusiastically into any cause if it meant a chance to go toe-to-hoof against beings of evil and knock them out and when a band of equinals were set on a goal, they would go to incredible lengths to complete it. However, they were so hard to sway they would even ignore new orders from superiors in order to follow through on old orders.
They enjoyed athletic competitions, brawling, and games of physical prowess, and spent hour after hour in such sports. They bragged of their physical abilities and would gladly prove it in challenges and competition. An equinal would hardly ever back down if challenged.
Equinal variant Traits
Silver lining, mobile feat, telepathic, celestial legacyTelepathic
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Silver lining
Equinals are highly damaged by silver
weapons made with silver have advantage on hit roll and +2 to damage
Celestial legacy
You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration and the fog cloud spell, and you regain the ability to do so when you finish a short rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, as well as Detect Evil and Good as a level 1 spell, and you regain the ability to do so when you finish a short rest. At 10th level, you gain Wall of stone and regain the use after a long rest
Mobile feat
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Languages
You can speak, read, and write Common and Celestial in addition to one other language that you and your DM agree is appropriate for your character.
Size
You are a medium humanoid
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