Antlered

Antlered Dactyllians are distinguished by the majestic antlers or horns adorning their skulls, which serve as symbols of their ancestral heritage and regal lineage. Historically regarded as the upper class of Dactyllian society, Antlered Dactyllians continue to hold a respected status in modern times, although their elevated position is less pronounced in contemporary society.
 

Physical Characteristics

  Antlered Dactyllians exhibit a range of personalities that reflect their ancestral regalness, often possessing a demeanor that is assertive and confident. Their imposing presence and noble bearing command respect, setting them apart from their Antlerless counterparts.
 

Ancestral Lineage

  Antlered Dactyllians inherit unique traits based on their ancestral lineage, which further distinguishes them within their subrace:
 

Deer:

Adapted to twilit forests and the night sky, Deer Antlered Dactyllians possess superior vision in dark and dim conditions.

Elk/Moose:

Thick fur provides warmth in the coldest environments and their muscular build makes them particularly strong.

Bull:

Characterized by firm beliefs and unwavering resolve, Bull Antlered Dactyllians have a knack for getting their way.

Goat:

Sure-footed and agile, Goat Antlered Dactyllians are adept at navigating even the most treachorous environments.

Antelope:

Masters of evasive maneuvering, Antelope Antlered Dactyllians can swiftly navigate dire situations.

Giraffe:

Possessing an impressively long neck, Giraffe Antlered Dactyllians are formidable and insightful individuals.

Antlered

Antlered Dactyllians are easily identified by the antlers (or in some cases horns) that grace their skulls. Historically the upper class of the Dactyllians, in modern times their status remains elevated but less pronounced and articulated in society. Members of this group do tend to have personalities that embody their ancestral regalness and are generally more assertive than their Anterless cousins.
ability score increase:
age:
alignment: Usually good or neutral
Size: Large
speed: 40ft walking, 10ft swimming
Languages:
parent race: [blocklink:

Dactyllian

The proud Dactyllian race consists of a diverse range of hooved Mammallians. Generally tall and either agile and slender or strong and muscular, the Dactyllians are all powerhouses of athleticism. With few exceptions, most live in large extended family groups among even larger community herds.
Dactyllians are known for being devoted to their homeland and communities, loyal to their friends and family, and hard workers. While there exists a stereotype that they are gullible and not particularly bright, this is generally an unfair assessment deriving from a culture that values trust and modesty.
ability score increase: +1 to Strength
age:
alignment: Usually good or neutral
Size: Large
speed: 40ft walking, 10ft swimming
Languages:
sub races:
]
]
race features:

Ability Score Increase

Natural powerhouses, Dactyllians receive +1 to Strength.
 

Natural Athlete

Natural Athletes, Dactyllians are all proficient in Athletics.
]
race features:

Antler Attack

Your antlers (or horns) are natural melee weapons, with which you’re proficient. As a bonus action you may make an attack with your antlers (or horns). The target takes piercing damage equal to 1d6 + your Strength modifier.
 

Charge Ahead

If you attack a target after charging at least 10 ft toward it, target must succeed on a DC 14 constitution saving throw or be knocked prone and fall unconscious (Lose 1 turn).
 

Ancestral Lineage

Deer:

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (You have Darkvision)
 

Elk/Moose:

Your thick and flowing fur keeps you warm in the coldest environments; You have resistance to cold damage. You are larger than the rest of the Antlered and count as one size larger when determining your carrying capacity and weight you can push, drag, or lift.
 

Bull:

You are 'bull-headed': firm with your beliefs and not easily swayed. You have advantage on saving throws against Charmed and Persuaded. You have advantage on Persuasion and Intimidation checks.
 

Goat:

You are sure-footed and have advantage on dexterity saving throws. You are immune to Prone.
 

Antelope:

Within your blood is the ancestral ability of evasive maneuvering. You can perform incredible movements in dire situations. As a bonus action you can take the Dash action and automatically avoid opportunity attacks.
 

Giraffe:

You can use your head/neck as an unarmed attack with an extended range of 10 feet. You have advantage on intimidation and investigation checks.