Horsefolk (5e Race)
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|Notable Horsefolk, Rarity Aquaramine, or Rarity Belle by nickname. Arcane Trickster Rogue. Art by Ambris, on Deviantart. |
Horsefolk are a fair race, typically between 5 to 6 feet tall, or 1.5 to 1.8 meters tall, respectively. As the name would suggest, they are horses in a humanoid form. They are covered in a rather short fur atop leathery skin. Their fur color is very different from the animal horses. Colors can range from different shades of one color to being a walking rainbow of colors. Horsefolk are built similarly to humans. What sets them apart from humans are their horselike face, large pointed ears, hooves for feet, and an unmistakably horselike tail.
History of Equia and Horsefolk
Horsefolk originate from an extraplanar world called Equia. There are many gaps in Equia’s history records due to the many wars between good and evil. As of now, Equia is at peace and in happy times. The land is also ruled by four princesses: Princess Luna of the Moon, Princess Celestia of the Sun, Princess Twilight of Magic, and Princess Cadence of Love. They are treated almost like gods because their power is far beyond that of many dragons. Fortunately, the princesses are benevolent beings.
There exists a large rift that connects both the Material Plane and Equia. This rift is located in a massive but lush canyon that only the horsefolk know where is. Anyone who stumbles across it will find it heavily guarded by horsefolk rift vanguard. Those who aren't horsefolk but wish to enter Equia must pass a test. This test can be any non-evil deed the DM decides.
A little history on the rift: Five hundred years ago, the princesses of Equia fought a frightening entity with abilities that were able to break the laws of the multiverse. The princesses ultimately destroyed this entity after an intense battle, but a rift formed in its place. No matter how hard they tried to close it, the rift stayed open. The princesses were about to leave and cordon it off, but it was Princess Twilight, the youngest of the four, who noticed there was an entire world behind the rift's veil. She convinced Celestia, the eldest princess, to send a scouting party to observe what lay beyond the rift. Several weeks passed before the party returned. The information they brought back astounded the princesses, including Celestia. Soon after the first scouting mission, many more missions were sent into the world beyond the rift. The horsefolk established friendships with many races that existed there, especially the humans since they had so much in common. Others, like the orcs, were quick to make enemies with them. In the years that followed, many colony settlements were founded in what the horsefolk now know as the Material Plane.
Horsefolk are a very social folk, similarly to humans. The personalities of both stallions and mares vary greatly, from very shy to recklessly hyper.
Horsefolk communities are comprised of many medium-sized houses with a nobleman or noblewoman governing the town. The locations of these towns can affect what subrace of horsefolk you can find. For example, farming towns have earthborn in abundance, mountain villages contain mostly pegasi, and unicorns are most common in settlements centered around Arcana.
The privacy standards of horsefolk has one difference compared to humans. Additionally with the groin, rear, and breast being categorized as private, the first inch of their tail is private, and should not be exposed in public.
Touching one’s tail that is not their own is greatly frowned upon in public. Mares can also get angry from the violation of their personal space in such an unethical manner. The situation might get explosive with either gender if the offender grabs the tail rather than just touches it. Only qualified people are allowed the right to work with the tails of others, like a haircut specialist. Other instances involves personal relationships between a loving pair or children in the privacy of one's home.
Horsefolk religion comes in two forms. Most living in the Material Plane conform to the gods of the humans while the horsefolk living in Equia revere the four princesses, Celestia, Luna, Twilight and Cadence.
The subraces of horsefolk are not segregated, despite their differences. For example, an earthborne can be married to a unicorn.
Horsefolk names are very human-like but more fantastical. Their last names are accompanied by a family symbol that is carried somewhere on their person (like an amulet, or a tattoo). The symbol can literally be anything (an apple, an arcane star, and a cut gemstone, to name a few).
Many horsefolk have nicknames. They can be set on profession, skills and hobbies, or their personality. They can also be based specifically on an adjective followed by a noun, or even utilizing part of their real name. For example, a horsefolk with the nickname of 'Starry Night' probably likes the stars and the night.
Male: Caramon Stouthoof, Mackentire Hardy, Silvester Auron, Sombra Griznaw.
Female: Olivia Hawthorn, Pippen Applejack, Rainie Fleethoof, Victoria Fluttershy.
Nicknames: Bright Sword, Jade Staff, Markahooves, Scarlet Crusade, Silver Smith.
Horsefolk are a race who are very similar to humans, but bearing a horselike face, hooves for feet, and a horselike tail.
Ability Score Increase. Your Constitution score increases by 1.
Age. Horsefolk age similarly to humans. They reach maturity around 20 years of age and live for around 120 years. It is not until they are age 80 that they begin to show signs of old age. Unicorns, however, stop aging at year 20 and continue to live until they die to an outside force, be it battle, disease, or anything else of the like.
Alignment. Horsefolk tend to be neutral good, but there have been instances of true neutral and evil, sometimes chaotic individuals.
Size. Horsefolk vary in size, between 5 to 6 feet tall or 1.5 to 1.8 meters tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hooved Feet. Your hooved feet are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Equine Build. Your equine legs work great on flat ground, but makes any climb that requires both your hands and feet very difficult. When you make such a climb, each foot of movement costs you 3 extra feet instead of the normal 1 extra foot.
Languages. You can speak, read, and write Common, Sylvan and one other language of your choice.
Subrace. Horsefolk have three variants: Unicorn, and Pegasus, Earthborn.
Unicorn horsefolk are a magically attuned subrace who somewhat resemble the unicorns found deep in the Feywilds. They have a horn on their forehead, giving them greater attunement to the magic of the Material Plane.
Ability Score Increase. Your Intelligence score increases by 2.
Innate Spellcasting. You know the mage hand cantrip. When you reach 3rd level, you can cast the magic missile spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the misty step spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Concentrated Skill. You are proficient in one skill of your choice. Choose from Arcana, History, Religion, Insight, or Nature.
Psychically Sensitive. You have disadvantage on saving throws against effects that deal psychic damage.
Pegasi are a lighter, winged variant of Horsefolk, having similar characteristics to the pegasus found around the Feywild, thus their name. Many pegasi have taken their role as messengers between villages.
Ability Score Increase. Your Dexterity score increases by 2.
Wings. You have a pair of feathered wings. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Earthborn are horsefolk that do not have wings or horns. Instead, they have high muscle mass, giving them great strength. They also stand slightly taller than other horsefolk.
Ability Score Increase. Your Strength score increases by 2.
Powerful Build. You count as one size larger when determining both your carrying capacity and the weight you can push or drag.
Trample. When you use your action to take the dash action on your turn, you may make one attack with your hooves as a bonus action.
Ungainly Swimmer. While swimming, each foot of movement costs you 2 extra foot, instead of 1.
Random Height and Weight
|5′ 6″||+1d6||180 lb.||× (2d10) lb.|
*Height = base height + height modifier