Horse (Race and Class Option)

These options are based off the CR 1/8 Camel, CR 1/4 Draft Horse, CR 1/4 Riding Horse, and CR 1/2 Warhorse, all from the 5e Monster Manual. These options are for 5e as well.

Horse Race Option
As a horse, when you roll ability scores, you get a racial bonus of +2 Strength and +1 Constitution, but a penalty of -1. Additionally, horses automatically get proficiency in Animal Handling. As a horse, you are a large creature who cannot speak any language naturally and cannot use anything that requires the use of hands, including weapons and somatic spell components. Your speed is 40 feet base. Due their lifetime, horses do not get to choose a background. A horse can be expected to have a coin purse with 10 gold in it.

Hit Points
Hit Dice: 1d10 per Martial Horse level

Hitpoints at 1st Level: 10 + Con modifier

Hitpoints at higher levels: 1d10 (or 6) + Con modifiers per level after 1st

Proficiency
Armor: All armor, but not shields.

Weapons: None

Tools: None.

Saving Throws: Strength and Constitution

Skills: Select two of the following; Athletics, Acrobatics, Intimidation, Perception, and Survival

Equipment
You gain the following equipment
 * (a) Leather barding, or (b) Ring mail barding
 * Ten days worth of horse feed
 * A salt lick rock
 * A Saddlebag

Equine Strikes
Horses get three types of attacks that deal damage based on the scaling damage dice outlined in the class feature list. Horses are proficient in these strikes Horses may only make one strike per round.
 * A bite that does 1 damage dice of piercing damage
 * A front side kick that may only target enemies in front of the horse that does 1 damage of bludgeoning damage dice
 * A back side kick that may only target enemies behind the horse and does 2 damage of bludgeoning damage dice

Far Travelling
Martial Horses at 1st level and beyond may walk for an additionally long time and have advantage on Constitution saving throws to prevent exhaustion from extraneous traveling circumstances.