Gallataur (5e Race)

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The gallataur are a proud nomadic race of noble warriors. Whether they traverse grassy plains, the dry desert, or frozen wastes, their honor guides them in all pursuits.

Daunting Combination[edit]

The gallataur possess a unique appearance; They have the head of a bull, the torso of a man, and the legs and lower body of a horse. Much like a centaur, the human torso is connected to the horse-like lower body where a horses neck would begin. Atop the human torso is where the bull-like head is situated. A short horse-like coat covers their whole body. Unlike other races, instead of a full head of hair, with the accompanying beard among men, gallatuar have a mane that starts at the crown of their head and continues down their spine finishing halfway down their backs. On either side of their head, gallatuar have two large horns. These horns can be anywhere between 6 inches to a foot long in length. Gallatuar use these horns in combat, as well as decorating them. Gallataur have light and soft eyes, varying in color from a sky blue to light brown, lime green, or even light gray. Their eyes are gentle and calm. Their coats are a uniform color. These colors vary from coal black to light tan. In some parts of the Material Plane there are gallataur whose skin is naturally decorated with black and white stripes. Gallataur are just as menacing in size as they are in appearance. They stand at about 7 to 8 feet tall, large enough for a medium creature to ride. Riding a gallataur is rare. They will only let friends and companions ride on their back. If they allow it, a standard horses saddle will fit a gallataur.

Male gallataur do not wear clothes. They instead don straps and belts designed to hold their weapons, armor, and other supplies. However, some gallataur wear vestments or robes to signify their position as a religious or political leader. Female gallataur wear a piece of clothing over their chests for obvious reasons. Aside from this, the only other difference between male and female gallataur is that the females have noticeably smaller horns.

Long Believed to be Myths[edit]

The existence of the gallataur has been debated for an extensive amount of time. Most contemporary scholars, explorers, and commoners doubt that these great beasts are more than just creatures of legend. Contrary to popular belief, gallatuar have been around as long as any of the other races, preferring to simply go unnoticed by others. They don't go out of their way to hide but prefer to live peaceful lives that remain undisturbed by the quarrels and hassles of other civilizations. However, the gallataur are quite territorial and if aggressive creatures encroach on their lands, attack their people, or damage their land the intruders will be met with extreme force. Because of their relative obscurity from the public eye, the gallataur have made frequent appearances in myths and legends from thousands of years ago. These same tales are told by the gallataur themselves, providing insight into their history as a race and strong evidence for their presence throughout history.

Spirituality and Honor[edit]

Gallataurs live in tribal communities of over 500 people all of whom follow a single chieftain. They decide when the tribe should move, they settle disputes among their people and oversee the tribe. Chieftains remain until they are challenged and beaten by a challenger. If a chieftain is never overthrown and dies of old age or in battle, their oldest child takes over as the new chieftain, but only if they have successfully completed the Trial of the Horn. A child of a chieftain who dies in combat, cannot take on the role as chieftain until they complete the Trail of the Horn. In the years spent waiting for the first born to come of age, a council of the chieftain’s advisers runs the tribe. Trail of the Horn is what all gallatuar must do to achieve adulthood. The Trial of the Horn is a test of strength, endurance and spiritual resilience. Upon the completion of the trail, the young gallataur is considered an adult and can challenge the chieftain for leadership of the tribe. The only other way a gallataur can challenge a chieftain is as an adult when the chieftains honor is called into question. The two commence in a battle that only ends when one person concedes or, however unlikely, in the death of either competitor. The winner is bathed in sacred herbs and oils in front of the entire tribe and crowned the new chieftain. The chieftain then appoints religious leaders and other wise and old members of the community as his or her advisers. Gallataur are highly spiritual and can be very superstitious, they do not believe in gods, but in the belief that their ancestors can manipulate the material world from the ethereal plane controlling the weather, sending omens of what is to come and bestowing both good and bad fortune. Often when a chieftain has a tough decision to make they contact their ancestors for aid. This is achieved by commencing a sacred ceremony that very few know how to complete.

Because of their mostly nomadic lifestyle, metal items are very rarely possessed by gallataurs. Metal armor is almost unheard of. A few ways a gallataur can have metal items are through trading with merchants, collecting the metal from fallen enemies, or even making the items themselves. A tribe that has stayed in one place for a long time could to establish a rudimentary mining, smelting and smithing system. Though, the weapons that come from these pursuits are often crude imitations of what other races have achieved. The weapons, shields and armor are prone to cracking and breaking and are unattractive by many standards. When gallataur wear armor that is not metal it is hide and leather, this is because gallataur dislike wasting anything from a kill and will use all of the skin in any way they can. Gallataur are omnivorous but if they eat too much meat too often they can become quite ill. Gallataurs who have a diet consisting mostly of meat can become “flesh-raged”, a flesh-raged gallataur is a maddened, blood-lusting creature that will hunt for sport and begin devouring their prey before killing them. This is seen as a great sin and a task that brings dishonor to the animal and to the gallataur. As gallataur believe that every creature deserves an honorable, respectful death, eating them before they have passed to the afterlife is disrespectful to the animal. Any flesh-raged gallataur will be banished from a tribe and killed if necessary. Many tribes of gallataur will herd livestock with the tribe, mostly creatures like sheep that can provide wool for the cold seasons. These herds are often the first victims of a flesh-raged gallataur.

A gallataur takes a life partner once they reach adulthood. Gallataur do not have a distinction between heterosexual couples and homosexual couples, both are able to be bonded in the paring ceremony. In fact, homosexual couples have a special place in gallataur communities; As caregivers for young gallataur who have lost their parents as well as carers of elderly gallataur. Both tasks are a great honor. Young gallataur are raised primarily by their grandparents. This is until they complete the Trail of the Horn. The trail can only be taken when a gallataur reaches the age of 10. If a gallataur fails the Trail of the Horn, they are given a second chance to complete it. They are given as many attempts as they are willing to do. Though failing more than twice is extremely humiliating and after a second or third failed attempt many gallataur run from the tribe in shame. Honor is a very important thing in gallataur society. They adhere to a strict code when engaging in most activities. A different set of codes is used when encountering different races. This is because gallataur understand that not everyone will understand their ways immediately. This honor code derives from their belief that their ancestors are always watching, therefore taking part in any acts that brings dishonor or honor on themselves also brings dishonor or honor on their ancestors.

Gallataur Names[edit]

Names are something very important in gallataur society. Often children will be given same names as their ancestors. Titles are bestowed upon those who commit great deeds. These often become surnames that the children and grandchildren of the title holder will come to use. An example would be "Celsus, the Brightfire" or "Porcia, daughter of the Oakenshield". No matter how far down the line of ancestry the child is, they will refer to themselves as daughter or son of the title. The only contradiction to this, is if you're ancestor was not the first born of the gallataur with the title. E.G, if your great great grandfather held the title of "The Plainsguard" but your great grandfather was the second eldest child, you can not call yourself "Omnus, son of the Plainsguard". That right is reserved for the first born descendants. If a gallataur dishonors the title, their tribe or their family, they are no longer allowed to hold the title and most commonly it is given to the next oldest sibling. If a gallataur with a title, or one who carries the title, is slain in battle, the title is bestowed upon their life-partner, brother, sister or next of kin. There is no dishonor is not having a title, or in not having an ancestor with a title. The only dishonor comes with a title being taken away. Many generations fight to undo the dishonor that was done and regain the title rightfully theirs.

Male Names: Aelius, Blasius, Casian, Celsus, Dioclus, Ennius, Faustus, Gernus, Horus, Iulius, Lusus, Marius, Omnus, Orvatus, Palus, Percius, Reganus, Servius, Tactus, Varius

Female Names: Aemilia, Balbina, Caelia, Drusa, Enna, Flora, Gratinia, Hermina, Iovita, Laelal, Macma, Nona, Orva, Petronia, Porcia, Regana, Servia, Tactia, Vita

Title Examples: The Amberstone, The Brightfire, The Curvedhoof, The Everburnt, The Greenward, The Icehorned, The Loveheart, The Morningstar, The Oakenshield, The Plainsguard, The Shardspear, The Strombreaker, The Thickhide, The Unscarred, The Warhorn, The Zealstruck

Gallataur Traits[edit]

Design Note: It is highly recommended that you use the Large_Player_Characters_(5e_Variant_Rule) for balance purposes.

A mixture of minotaur and centaur, but only in appearance
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Gallataurs mature at around the age of 10 and can live to anywhere from 60 to 100 years old.
Alignment. Prone to following tradition and respecting the chain of command, most gallataurs tend to be lawful in alignment.
Size. You are between 6 and 8 feet tall and your horse body is 8 feet long. Your size is Large.
Speed. Your base walking speed is 40 feet.
Spiritual Traditions. You are proficient with the herbalism kit.
Tribal Training. You are proficient in the javelin, longbow and spear.
Tauroid Build. Even though your size is Large, your humanoid torso is still of similar scale to that of other humanoid races. You use equipment and wield weapons as if you were a Medium-sized creature. You have twice the carrying capacity of a Medium creature, and you require four times as much food and water as a Medium creature would.
Hooves. You are proficient in making unarmed strikes with your hooves, which deal 1d4 bludgeoning damage on a hit.
Gore. You are also proficient in making unarmed strikes with your horns, which deal 1d6 piercing damage on a hit.
Ungainly. You cannot make use of mounts and have trouble with things your humanoid counterparts may not such as climbing stairs, ladders, and rope.
Languages. You can speak, read, and write Sylvan. Since many gallataurs do not interact with other races, it is very rare for a gallataur to know an extra language, especially one spoken by another race. However, you can speak some Common, though sometimes you struggle.
Subrace. There are three subraces of gallataur: Arctic, Plains and Desert

Arctic Gallataur[edit]

Arctic gallatuar have thick black hair covering their bodies. They roam frozen wastes and arctic tundras.

Winter Born. Your hair is longer and thicker than that of other gallataurs. This thick fur makes you naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Additionally, you are proficient in Nature and Survival checks while in the arctic terrain.

Plains Gallataur[edit]

Plains gallataur have light tan to dark brown fur. They are inhabitants of plains and forests.

Guards of the Plains. You are proficient in Nature and Survival checks while in the plains terrain. Additionally, you are proficient in the Stealth skill while in the plains terrain.

Desert Gallataur[edit]

Desert gallataur have black and white stripes covering their bodies. They traverse the savannahs and deserts.

Home Advantage. Your hair is shorter and thinner than that of other gallataurs. This thin fur makes you naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide. Additionally, you are proficient in Nature and Survival checks while in the desert terrain.

Random Height and Weight[edit]

6′ 1″ +2d12 1,160 lb. × (3d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Reason for Adventuring[edit]

When part of a gallataur tribe, it is very uncommon for a single gallataur to wonder away from the homelands. What is it that propels you to do this? Why are you choosing the life of an adventurer?

d8 Adventurer Reason
1 I was banished from my tribe for a dishonorable deed.
2 I ran from my tribe in shame, unable to complete the trail of the horn.
3 I have ventured to prove myself and gain a title for my descendants.
4 An evil gallataur has become chieftain of my tribe, I am the eldest child of the previous chieftain and I am in fear of my life.
5 I have been sent by my ancestors and religious leaders for a great cause.
6 I have been sent by the chieftain as an ambassador and emissary of my people.
7 I became lost during a storm and I am searching for my people.
8 I was raised by another race, I've have never known my own kind.

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