Equinoi, Strong and Proud

“Have more than thou showest,
Speak less than thou knowest,
Lend less than thou owest,
…Learn more than thou trowest,
Set less than thou throwest

-William Shakespeare, King Lear

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Equinoi


The equinoi are tall, muscled, horse-like humanoids. They have bodies covered in a short coat of hair that is typically black, brown, orange, light tan, blue-gray, or some mixture thereof—although some have much more exotic patterns. Also like horses, they have strong, hard hooves for feet and hairy tails and manes that they groom carefully. Equinoi usually prefer a peaceful, hard-working life and are fond of farming, but wanderlust is not rare and many choose to join military forces in times of crisis, as they are well suited to the task of keeping their homes safe from outside incursions.

Industrious and Strong

Aside from their horse-like coats and heads, the most obvious trait the equinoi share with horses is their muscular physique. An individual may be lean and have muscles like taut cord or be stout and bulky, but only the sickliest lack visible muscle tone entirely. Equinoi soldiers and city guards are often utilized as much for the psychological impact their appearance has as for their considerable talent at arms if they are trained for it. It is not unusual to see an equinoi farmer hauling several bushels of produce at a time without even being slowed, or pulling a hand cart the size of a gnomish caravan wagon.

Many Forms

Equinoi come in such a dizzying variety of shapes and sizes that it is speculated that their species may have been created magically. Rumors also suggest that this is why the most common varieties of equinoi most closely resemble domesticated breeds of horses rather than wild. However, their actual origins are lost from history. What is certain, though, is that regardless of their myriad differences in physical appearance, they are nevertheless a single species and view each other as (albeit sometimes distant) kin.

Friends of the Small Folk

The typical agrarian lifestyle of equinoi communities is remarkably similar to that of halflings, aside from the halfling fondness for digging structures into the sides of hills. In some places, the two species settle side by side, creating curious communities with buildings designed to comfortably accommodate two very different scales of people. Even halfling caravan communities often have one or two families of equinoi traveling along with them. These interactions between the two speciess are so routinely fruitful and friendly that equinoi are more likely to worship the halfling gods than any other religion.

Equinoi Names

Most equinoi have a given name chosen by their parents and family name, but as they often have large extended families living in the same area it is not unusual for an individual to list two family names from their parents in order to distinguish from a cousin with the same given name. The banded mystics, however, assign names differently. Instead of the parents choosing the name, the druid who is expected to give the child instruction when they are old enough chooses a name based on a vision, and they typically have only a given name and the name of their tribe as a whole.

Masculine Names: Adelard, Bate, Cliffbold, Col, Eadweard, Graeme, Haimo, Hereald, Larkin, Mag, Swithin, Tenney, Ward, Wemba

Feminine Names: Aldith, Bevrely, Clare, Ebbe, Florina, Godifa, Iseult, Jocosa, Kimberlyn, Leannan, Meggy, Pia, Rosey, Wassa

Family Names: Amaranth, Beltenbow, Charwagon, Dawnbluff, Downfallow, Evenhoof, Ewart, Greenshire, Goodbrandy, Luckpine, Proudbarrel, Sorrelwhisky, Thornwich, Woodbine

Banded Mystic Masculine Names: Aengus, Amergin, Conchobar, Creidhne, Delbáeth, Eochaid, Fiachu, Goídel, Gwenc’hlan, Luchtaine, Manannán, Mug Ruith, Nuadha, Rinnal, Tadg, Tuireann

Banded Mystic Feminine Names: Airmed, Bé Chuille, Biróg, Bodhmall, Calleach, Deirdre, Ethniu, Flidais, Fúamnach, Lí Ban, Macha, Nessa, Tlachtga, Uathach

Banded Mystic Tribe Names: Acacia Rift, Blue Sage, Cinder Eyes, Dream Fire, Feathersong, Manketti Shade, Lake Staff, Rosepool, Serpent Caller, Thistlecloak, Thunder Dance, Voyagewise, Waving Bushwillow

Equinoi Traits

Your equinoi character has a number of abilities as the result of their natural physique and disposition.
    Ability Score Increase. Your Strength score increases by 1.
    Age. Equinoi mature faster than humans. They reach adulthood at about age 14 and live up to about 75 years.
    Alignment. Much like humans, equinoi do not tend towards any particular alignment.
    Size. Equinoi vary a great deal in size, from the slender and wiry hotbloods to the towering stalwarts. Regardless of subrace, your size is Medium.
    Athlete. You gain proficiency in the Athletics skill.
    Kick. Your hoofed feet are natural weapons which can be used as an unarmed strike, even if both of your hands are occupied. On a hit, your kick deals 1d6 bludgeoning damage.
    Languages. You can speak, read, and write Common and Halfling.
Subrace. Equinoi come in many varieties, each with their own talents. Choose one of these subraces.

Stalwart

Immense and tireless, a single stalwart can often perform as much physical labor in a day as a whole team of humans.
    Ability Score Increase. Your Strength score increases by an additional 1 (for a total of 2), and your Constitution score increases by 1.
    Speed. Your base walking speed is 30 feet.
    Beast of Burden. You count as one size category larger for determining your carrying capacity as well as the weight that you can push, drag, or lift.
    Might. You have advantage on Strength skill checks that utilize simple brute force, such as bending bars or lifting a gate.
    Yeoman. You gain proficiency with two types of artisan’s tools of your choice.

Hotblood

Proud, energetic, and natural runners, the hotbloods often make excellent messengers and town constables.
    Ability Score Increase. Your Dexterity score increases by 2.
    Speed. Your base walking speed is 40 feet.
    Bold as Brass. You have advantage on saves against being frightened, as well as on Persuasion and Deception checks to inspire confidence in others.
    Take a Breather. You can recover a number of hit points up to your level as an action. If you recover by less than your level, you can recover again as an action for up to the remaining number of hit points. The total number of hit points you can recover with this ability refreshes after a long rest.

Herd Runner

More common in the highlands and rougher frontiers, herd runners frequently make their living raising livestock for wool or sometimes providing oxen for farmers and caravans.
    Ability Score Increase. Your Wisdom score increases by 2.
    Speed. Your base walking speed is 30 feet.
    Beast Tracker. Whenever you make a Wisdom (Survival) check to track a beast, you are considered proficient with the Survival skill and add double your proficiency bonus to the check instead of your normal proficiency bonus.
    Drover. You gain proficiency in the Animal Handling skill.
    Sure Footed. You move across non-magical rough terrain without expending extra movement.

Banded Mystic

The banded mystics rarely follow the settled agrarian lifestyle typical of most other equinoi, preferring instead to live in nomadic groups that move with the rhythms of untamed nature. Their black-on-white striped markings confuse the eye when they move quickly, disorienting monsters and other potential dangers that might prey upon them.
Ability Score Increase. Your Wisdom Score 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

Subrace Base Height Base Weight Height Modifier Weight 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 use a bonus action to make an unarmed strike.
  • When you make an unarmed strike against a creature, until the end of your turn you may move through the creature’s space and your movement does not provoke opportunity attacks from that creature.
  • You may end your movement in the space of a creature that is your size or smaller. If you do, that creature must make a Dexterity saving throw with a DC equal to 8 + your Proficiency Bonus + your Strength modifier. If the creature succeeds, it immediately moves 5 feet to an unoccupied space of its choice. If it fails, you may push it 5 feet to a direction of your choice and is knocked prone. If you push it into an occupied space, or if there are no unoccupied spaces within 5 feet, the creature is then moved to the nearest unoccupied space.

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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Equinoi, Strong and Proud Copyright 2019, Malachite Idol; Author Patrick Johnson.

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