Homebrew Equine (Delver's Beast World) (V2) Species Details

Whether by nature or nurture, equines run. Their minds drift toward the horizon, and a restlessness stirs in most of their species. Horses and donkeys share a culture of wandering, seeking new people and opportunities throughout their lives. Some beasts build castles and monuments, but equines are satisfied to see them as they run past. The world has too much beauty to witness to weigh one’s life down with stone. Matching the strength of their quiet-minded ancestors, this species is known for their physical power. Their physique is usually more bottom-heavy than a bovine’s, with powerful legs built for endurance on the long roads they walk. Horses vary in height much more than donkeys. The shortest members of both subspecies stand around 5’3”. However, while donkeys are rarely taller than 5’10” or so, horses can tower to 7’5” or more. The appearance of the Dungeon has given equines more company on the road than ever. Horses are common in delver caravans and their wandering makes them invaluable scout contacts. They hear more about strange happenings than anyone from the tiny villages on the routes they walk. Their stature and strength make them invaluable members of any crew. They often stand as an impassable wall separating a monster from the fragile, crunchy spellcaster it wants to eat.

Equine (Delver's Beast World) (V2) Traits

Equine Traits

Horse (V2)

Ability Score Increase. Your Strength score increases by 1.

Size. Most horses range in height from around 5 feet, to over 7 feet tall.

Out of the Gate. Horses channel the rush of danger into a burst of incredible agility. Your speed is doubled during the first round of combat.

Sure-Footed Stomp. Moving through a creature’s space doesn’t count as difficult terrain if it is at least one size category smaller than you or the same size category and prone. When spending movement to travel through a creature’s space with this trait, you can make an unarmed attack against it. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier, and the target cannot make opportunity attacks against you until the end of your turn. Once you use this ability, you can’t use it against the same creature until the start of your next turn

Ability Score Increase

Your Wisdom score increases by 2.

Speed.

Your walking speed is 35 feet.

March on Hooves

You have advantage on saving throws you make to avoid suffering exhaustion from a forced march.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Eyes on the Horizon.

You add your Wisdom bonus to initiative rolls.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2025 3:23:24 AM
14
8
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes