Homebrew Ghorn Species Details

Ghorns inherit the hardheaded determination of Minotaurs, combined with the rage and cunning of Goblinkind.
They are sturdy and strong-willed, often pursuing their goals with brute force when wit alone doesn't suffice. Their upper body and face closely resemble that of a Goblin — flat-nosed, sharp-eyed, and expressive — while their horns, tail, and fur-covered legs ending in hooves clearly mark their Minotaur lineage.
At a glance, some might even mistake them for small, feral Satyrs — though few Satyrs hit as hard as a Ghorn on a bad day.

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, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Creature Type

You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Life Span

Ghorns receive the better end of the genetical mix and fully mature in their late teens, while being able to live up to 80 years.

Height and Weight

Ghorns stand at around 5 feet in height and weight around 130 pounds on average.

Ghorn Traits

As a Ghorn, you have the following racial traits.

Creature Type

You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size

You are Small.

Speed

Your walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fury of the Small

When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

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.

Labyrinthine Recall

You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

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