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Horse

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier
armor proficiencies: All Horse Armor
weapon proficiencies: Natural weapons
tools:
saving throws: Strength, Dexterity
skills: Athletics, Survival
starting equipment:
special horseshoes or leather armour
spellcasting:
class features:
Level 1: Equine Physiology
  • Natural Armor: You have tough skin and a robust build, giving you an AC of 13 + your Dexterity modifier.
  • Hoof Attack: Your hooves are powerful melee weapons. You can make a melee attack with them, dealing 1d6 + your Strength modifier in bludgeoning damage.
  • Bite: As a secondary attack option, your bite deals 1d4 + your Strength modifier in piercing damage.
  • Size: You are considered a Large creature in terms of space and carrying capacity.
  • Speed: Your base walking speed is 40 feet.
  Level 2: Powerful Build
  • Charge: If you move at least 20 feet straight toward a target and then hit it with a hoof attack on the same turn, the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
  Level 3: Equine Path
  • Choose a specialized path that enhances your natural abilities
  Level 4: Ability Score Improvement
  • You can increase one ability score by 2 or two ability scores by 1. Alternatively, you can take a feat.
  Level 5: Extra Attack
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  Level 6:   Level 7: Hoof Mastery
  • Your hoof attacks become more potent. They now deal 1d8 + your Strength modifier in bludgeoning damage.
  Level 8: Ability Score Improvement
  • You can increase one ability score by 2 or two ability scores by 1. Alternatively, you can take a feat.
  Level 9: Stampede
  • As an action, you can move up to your speed in a straight line through a number of enemies equal to or less than your Strength modifier. Each enemy must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 4d8 bludgeoning damage and be knocked prone. This movement does not provoke opportunity attacks. You can use this ability once per short or long rest.
  Level 10:   Level 11: Indomitable
  • You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this ability once per long rest.
  Level 12: Ability Score Improvement
  • You can increase one ability score by 2 or two ability scores by 1. Alternatively, you can take a feat.
  Level 13: Tough Hide
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  Level 14:   Level 16: Ability Score Improvement
  • You can increase one ability score by 2 or two ability scores by 1. Alternatively, you can take a feat.
  Level 17: Mighty Hooves
  • Your hoof attacks now deal 2d8 + your Strength modifier in bludgeoning damage.
  Level 18:   Level 19: Ability Score Improvement
  • You can increase one ability score by 2 or two ability scores by 1. Alternatively, you can take a feat.
  Level 20: Champion of the Herd
  • Your presence is a boon to all who follow you. Allies within 30 feet of you gain a +1 bonus to attack rolls, saving throws, and AC. Additionally, your hoof attacks deal an extra 1d8 damage of the type of your choice (bludgeoning, radiant, or thunder).
subclass options:
Path of the Warhorse
  • Level 3: You gain proficiency with all armor and shields. Your hoof attacks can be used as part of an Attack action with a weapon you are holding.
  • Level 6: Trample - You can attack twice with your hooves as part of the Charge ability.
  • Level 10: Unyielding Spirit - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this ability once per long rest.
  • Level 14: War Charge - When you use your Charge ability, you can now target two creatures that are within 5 feet of each other.
  • Level 18: Unstoppable - When you use your Stampede ability, you can move through any number of enemies.
  Path of the Courser
  • Level 3: Your base walking speed increases by 10 feet. You can take the Dash action as a bonus action.
  • Level 6: Evasion - When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Level 10: Quick Dash - Your base walking speed increases by another 10 feet, and you can take the Dash action as a bonus action.
  • Level 14: Wind Rider - You gain the ability to fly with a speed equal to your walking speed. You can fly for a number of minutes equal to your proficiency bonus, and you must finish a long rest to use this feature again.
  • Level 18: Blazing Speed - Your base walking speed increases by an additional 10 feet, and you have advantage on Dexterity saving throws.
  Path of the Celestial Steed
  • Level 3: You learn two cantrips from the Cleric spell list. Wisdom is your spellcasting ability for these cantrips.
  • Level 6: Healing Touch - You can touch another creature and heal it for 2d8 + your Wisdom modifier hit points. You can use this ability a number of times equal to your proficiency bonus per long rest.
  • Level 10: Radiant Hooves - Your hoof attacks deal an additional 1d8 radiant damage, and you have advantage on saving throws against being frightened.
  • Level 14: Aura of Purity - You and friendly creatures within 10 feet of you are immune to disease and have resistance to poison damage.
  • Level 18: Divine Presence - You can use your Healing Touch ability on yourself, and it heals for an additional 2d8 hit points.

Created by

Uliptis.

Statblock Type

Class Features

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