Homebrew Awakened Horse Species Details
Age
Mature around age 5, Max lifespan around 30
Speed
40ft movement, quarter speed while climbing, half speed while swimming with an athletics check, 5ft burrowing speed
Size
Large
Alignment
Inclined to be good, though often neutral
Language
Able to speak and read common and one language from whoever gave them consciousness (One language from GM dictated as useful), can write within limitations
Hooves
Melee Unarmed Attack: 1d6 plus strength bludgeoning damage
Writing in proficient languages is at disadvantage
Sematic spells work, and components of spells must be nearby and accessible (ex. the ground) cannot be in component pouch
No disadvantage moving on difficult/rough terrain
Horseshoes
A farrier can install horseshoes increasing damage to 1d8+strength bludgeoning and now count as martial weapons allowing proficiency
Trample
When charging at least 20ft directly towards an enemy and attacking the same turn, opponent must succeed DC10+Strength check or be knocked prone prone taking 2d4+Strength damage. Can be used once per short or long rest.
Charge
When charging at least 20ft directly towards an enemy and attacking the same turn, roll attack dice twice and add. Can be used twice per short or long rest
Literally a Horse
Horses have a fairly thick hide giving +1 to AC when not wearing armor, armor may be difficult to find and will likely be weaker than that for humanoid creatures. Being magically enhanced, you have the carrying capacity of a warhorse, being 540lbs. Horses have 350 degree 20/20 vision and incredible hearing, this means attacks from beside and behind do not receive advantage and you receive advantage on perception once a day. Looking, acting, and smelling like the standard non-talkative horse has advantages, as you have advantage on Deception checks, and others are at disadvantage for determining you aren't the average horse.
Species Type
Beast (this is for spells and effects that change or only affect certain things)
Standing Rest
As horses only require an average of 4 hours of sleep, evry other long rest you take only needs to be 4 hours long
Riding
You can use animal handling to coordinate with a rider, penalty for being over-encumbered uses 5e Variant rules while in combat, but only decreases movement by 5ft outside of combat
Natural Affinity
With a strong connection to nature, you have proficiency in Animal Handling, Medicine (however that works), Nature, or Survival.
Easily Spooked
Roll disadvantage on saving throws against fear but temporarily gain 10ft of movement speed while fear affects you
Finally Free
Now having your own sense of freedom and free will combined with your stubbornness to be controlled again, you have advantages on saving throws against being charmed once per long rest, but this can also make you unruly when forcefully confined in small spaces or unable to flee
Awakened Horse Traits
+2 to strength, +2 between Constitution and Dexterity, +1 Wisdom, +1 to PerceptionPrevious Versions
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