Equinoi, Strong and Proud

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Equinoi, Strong and Proud Malachite Idol Presents: Equinoi, Strong and Proud Credits Game Design, Writing & Editing: Malachite Tiger Graphic Design, Illustration & Layout: Sapphwolf Additional Proofreading: Silver-Seren, Sapphwolf Playtesting: Silver-Seren, Sapphwolf Special Thanks to the following Swashbuckler Tier patrons: Silver-Seren, Sapphwolf Equinoi Many Forms “Have more than thou showest, Equinoi come in such a dizzying variety of shapes Speak less than thou knowest, and sizes that it is speculated that their species Lend less than thou owest, may have been created magically. Rumors also …Learn more than thou trowest, suggest that this is why the most common varieties Set less than thou throwest” of equinoi most closely resemble domesticated breeds of horses rather than wild. However, -William Shakespeare, King Lear their actual origins are lost from history. What is certain, though, is that regardless of their myriad Playtest Version differences in physical appearance, they are This material is still in the process of being nevertheless a single species and view each other playtested. It is fully usable as written, but may as (albeit sometimes distant) kin. be refined or changed in later versions. Check MalachiteIdol.com for the most current (or older) versions. As always, this content should only be Friends of the Small Folk used with GM permission. The typical agrarian lifestyle of equinoi communities is remarkably similar to that of The equinoi are tall, muscled, horse-like halflings, aside from the halfling fondness for humanoids. They have bodies covered in a short digging structures into the sides of hills. In some coat of hair that is typically black, brown, orange, places, the two races settle side by side, creating light tan, blue-gray, or some mixture thereof— curious communities with buildings designed to although some have much more exotic patterns. comfortably accommodate two very different scales Also like horses, they have strong, hard hooves of people. Even halfling caravan communities for feet and hairy tails and manes that they groom often have one or two families of equinoi traveling carefully. Equinoi usually prefer a peaceful, along with them. These interactions between the hard-working life and are fond of farming, but two races are so routinely fruitful and friendly that wanderlust is not rare and many choose to join equinoi are more likely to worship the halfling gods military forces in times of crisis, as they are well than any other religion. suited to the task of keeping their homes safe from outside incursions. Equinoi Names Industrious and Strong Most equinoi have a given name chosen by their parents and family name, but as they often have Aside from their horse-like coats and heads, the large extended families living in the same area it most obvious trait the equinoi share with horses is is not unusual for an individual to list two family their muscular physique. An individual may be lean names from their parents in order to distinguish and have muscles like taut cord or be stout and from a cousin with the same given name. The bulky, but only the sickliest lack visible muscle tone banded mystics, however, assign names differently. entirely. Equinoi soldiers and city guards are often Instead of the parents choosing the name, the utilized as much for the psychological impact their druid who is expected to give the child instruction appearance has as for their considerable talent at when they are old enough chooses a name based arms if they are trained for it. It is not unusual to on a vision, and they typically have only a given see an equinoi farmer hauling several bushels of name and the name of their tribe as a whole. produce at a time without even being slowed, or pulling a hand cart the size of a gnomish caravan Masculine Names: Adelard, Bate, Cliffbold, Col, wagon. Eadweard, Graeme, Haimo, Hereald, Larkin, Mag, Swithin, Tenney, Ward, Wemba Feminine Names: Aldith, Bevrely, Clare, Ebbe, Stalwart Florina, Godifa, Iseult, Jocosa, Kimberlyn, Immense and tireless, a single stalwart can often Leannan, Meggy, Pia, Rosey, Wassa perform as much physical labor in a day as a whole Family Names: Amaranth, Beltenbow, Charwagon, team of humans. Dawnbluff, Downfallow, Evenhoof, Ewart, Ability Score Increase. Your Strength score Greenshire, Goodbrandy, Luckpine, Proudbarrel, increases by an additional 1 (for a total of 2), and Sorrelwhisky, Thornwich, Woodbine your Constitution score increases by 1. Speed. Your base walking speed is 30 feet. Banded Mystic Masculine Names: Aengus, Beast of Burden. You count as one size category Amergin, Conchobar, Creidhne, Delbáeth, Eochaid, larger for determining your carrying capacity as Fiachu, Goídel, Gwenc’hlan, Luchtaine, Manannán, well as the weight that you can push, drag, or lift. Mug Ruith, Nuadha, Rinnal, Tadg, Tuireann Might. You have advantage on Strength skill Banded Mystic Feminine Names: Airmed, Bé checks that utilize simple brute force, such as Chuille, Biróg, Bodhmall, Calleach, Deirdre, bending bars or lifting a gate. Ethniu, Flidais, Fúamnach, Lí Ban, Macha, Nessa, Yeoman. You gain proficiency with two types of Tlachtga, Uathach artisan’s tools of your choice. Banded Mystic Tribe Names: Acacia Rift, Blue Sage, Cinder Eyes, Dream Fire, Feathersong, Hotblood Manketti Shade, Lake Staff, Rosepool, Serpent Proud, energetic, and natural runners, the Caller, Thistlecloak, Thunder Dance, Voyagewise, hotbloods often make excellent messengers and Waving Bushwillow town constables. Ability Score Increase. You gain proficiency Equinoi Traits with the Acrobatics skill. Speed. Your base walking speed is 40 feet. Your equinoi character has a number of abilities as Bold as Brass. You have advantage on saves the result of their natural physique and disposition. against being frightened, as well as on Persuasion Ability Score Increase. Your Strength score and Deception checks to inspire confidence in increases by 1. others. Age. Equinoi mature faster than humans. They Take a Breather. You can recover a number reach adulthood at about age 14 and live up to of hit points up to your level as an action. If you about 75 years. recover by less than your level, you can recover Alignment. Much like humans, equinoi do not again as an action for up to the remaining number tend towards any particular alignment. of hit points. The total number of hit points you can Size. Equinoi vary a great deal in size, from recover with this ability refreshes after a long rest. the slender and wiry hotbloods to the towering stalwarts. Regardless of subrace, your size is Herd Runner Medium. Athlete. You gain proficiency in the Athletics More common in the highlands and rougher skill. frontiers, herd runners frequently make their living Kick. Your hoofed feet are natural weapons raising livestock for wool or sometimes providing which can be used as an unarmed strike, even if oxen for farmers and caravans. both of your hands are occupied. On a hit, your kick Ability Score Increase Your Wisdom score deals 1d6 bludgeoning damage. increases by 2. Languages. You can speak, read, and write Speed. Your base walking speed is 30 feet. Common and Halfling. Beast Tracker. Whenever you make a Wisdom Subrace. Equinoi come in many varieties, (Survival) check to track a beast, you are each with their own talents. Choose one of these considered proficient with the Survival skill and subraces. add double your proficiency bonus to the check instead of your normal proficiency bonus. Drover. You gain proficiency in the Animal does not provoke opportunity attacks from that Handling skill. creature. Sure Footed. You move across non-magical • You may end your movement in the space of a rough terrain without expending extra movement. creature that is your size or smaller. If you do, that creature must make a Dexterity saving throw Banded Mystic with a DC equal to 8 + your Proficiency Bonus + The banded mystics rarely follow the settled your Strength modifier. If the creature succeeds, agrarian lifestyle typical of most other equinoi, it immediately moves 5 feet to an unoccupied preferring instead to live in nomadic groups that space of its choice. If it fails, you may push it 5 move with the rhythms of untamed nature. Their feet to a direction of your choice and is knocked black-on-white striped markings confuse the eye prone. If you push it into an occupied space, or if when they move quickly, disorienting monsters and there are no unoccupied spaces within 5 feet, the other potential dangers that might prey upon them. creature is then moved to the nearest unoccupied Ability Score Increase Your Wisdom score space. increases by 2. Speed. Your base walking speed is 30 feet. Dazzling Camouflage. Your stripes can confuse the eye when you move suddenly and swiftly. During your turn, you can use a bonus action to disengage. Savanna Shaman. You know the druidcraft cantrip. When you reach 3rd level, you can cast the longstrider spell once. When you reach 5th level, you can also cast the alter self spell once. You regain the ability to cast these spells this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. Random Height and Weight Base Height Height Weight Subrace Height Modifier Modifier Modifier Stalwart 5'6" 180 lbs +2d12 x(2d6) Hotblood 4’10” 110 lbs +2d10 x(2d4) Herd Runner 4’10” 140 lbs +2d12 x(2d6) Banded Mystic 4’9” 120 lbs +2d8 x(2d4) New Feat Stomp and Trample When there isn’t a path, you make one. You gain the following benefits: • When you take the dash or disengage action on your turn, you may
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