Homebrew Carnitaur Species Details

 

Protectors of Nature

Carnitaurs are the more peaceful and collected brothers to Minotaurs. Most of them serve nature and seek to protect animals and plants alike. They are usually friendly spirits to most people. This doesn't mean that they don't have a temperament. Some are nicer than others. Naturally Carnitaurs will always follow their passions and beliefs.

 

Horns and Hooves

Carnitaurs are big and brawny. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They ornament their horns with vines, flowers or sometimes with metal rings or sheathe them in metal to protect them from damage. The shape and color of these horn varies greatly between Carnitaurs. Over the years the material of these horns can change to for instance represent roots or even very rare and strong materials.

 

 

Carnitaur Traits

Your Carnitaur has the following traits.

Ability Score Increase

Your Strength score increases by 2.

Size

Cornitaurs average over 6 feet in height, and they have stocky builds. Their height increases over their lifespan and can even go into the double digits. Your size is Medium.

Age

Cornitaurs reach maturity around age 30 and can live well over 400 years.

Horns

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush

Immediately after you use 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 shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of 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 and knock it prone.

Languages

You can speak, read, and write Common and Sylvan.

Nature's Gift

Having a natural bond with nature you can cast some minor Druid spells. You can cast Druidcraft at will with this trait. You can also cast Goodberry once until you finish a long rest with this trait. Starting at 3rd level, you can cast Animal Messenger once until you finish a long rest with it or at will if you cast it as a ritual spell. Wisdom is your spellcasting ability for these spells.

Protectors of Nature

You have proficiency in one of the following skills of your choice: Animal Handling or Nature.

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