Homebrew Awakened Horse Species Details

Awakened horses are, or were, once a normal steed or work animal that had fallen prey to a powerful spell cast by a powerful Witch, Wizard, or Druid. They now possess the intelligence and charisma of any of the other intelligent races, making them potentially powerful allies and feared enemies. 

Awakened Horse Traits

Don't look a gift horse in the mouth.

Ability Score Increase

+2 Strength and +2 to either Constitution or Dexterity

Trample

If you move at least 20 ft. straight toward a creature and then hits it with a hoof attack on the same turn, that target must succeed on a DC 10 + STR modifier Strength saving throw or be knocked prone. 

Uses: 2 Per short or long rest.

Words of the Awakener

You and can speak, read, and write Common and a language spoken by whoever awakened you. Your GM may choose any language they feel would be appropriate for the culture you were created in or raised in.

Hooves

You have hooves like a horse, so your unarmed attacks pack a considerable wallop. However, you also don't have fingers, making articulating most objects a difficult experience for you. You have disadvantage in writing in proficient languages.

Melee Unarmed Attack: reach 5 ft., one target. Hit: (2d6 + STR) bludgeoning damage.

Attack: [roll]1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d6, 2{2d6}.expand()))[/roll]

Large Sized Creature

A large sized creature controls a 10 ft by 10 ft space. You can move through a hostile creature's space if the creature is at least two sizes larger or smaller than you. Meaning that you can move through the space of small sized creatures or smaller. Other creature’s spaces are difficult terrain for you. You double your carrying capacity and the amount you can push, drag, or lift from what would normally be allotted by your Strength. Attacks with large-sized weapons and unarmed strikes from large creatures made against tiny or smaller creatures are
made at disadvantage. You eat 4 times the food a medium sized creature would, roughly 4 pounds of food a day.

Horse, of Course!

Your base walking speed is 40 feet. Due to your extra legs you make all checks or saves to resist being knocked prone at advantage. A creature the same size category or smaller can choose to ride on your back, in such a situation, you continue to act independently, not as a controlled mount. As you do not possess proper hands you will find many tasks difficult, falling back on your forelimbs and mouth to perform even mundane actions. To cast spells requiring somatic components you must have both forelimbs free instead of only one. You are unable to wield martial or ranged weapons and you make Dexterity (Sleight of Hand) checks at disadvantage.

Easily Spooked

You have disadvantage on saving throws against being frightened.

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