Homebrew Enoron Centaur Species Details

Centaurs are the nomads of Enoron, always looking towards the next horizon. Most centaurs travel in small bands of no more than a dozen, usually all related by blood or marriage. They love the thrill of the gallop, and therefore favour paths that cross open plains rather than forested or mountainous regions. Centaurs learn to run when only weeks old, can outpace wild animals by adulthood at 12, and even elderly septuagenarian centaurs remain in good shape. Their love for travel combined with their incredible speed makes them ideal merchants, couriers, messengers and other mobile vocations. Airships might dominate the upper world in Eneron, but on the ground, the centaurs are king.

 

A centaur’s half-beast nature and their desire to be close to nature leads them to avoid many modern humanoid inventions and social conventions. They tend to look upon many of these with disdain. They feel a deep connection with the natural world, but see themselves as passive travelers rather than caretakers. They do not domesticate wild animals, but will welcome any that choose to share their company. Traveling across either sky or sea makes centaurs extremely nervous, they will usually fight to stay on land.

 

While centaurs are a fairly common sight on the lowlands of Enoron, their unique physiology means they aren’t afforded the same treatment as humanoids. It is rare to see one inside a town or city. Though most people would never be foolish enough to insult a centaur to their face, some humanoids think of them in a negative light. When two centaur bands cross paths, the occasion is inevitably filled with discussions of marriage between their members. A centaur adventurer may have been avoiding this kind of arrangement, or simply wished to see the wider world.

Enoron Centaur Traits

Recommended Ability Score Increase Your Strength score increases by 2.

Haggle

Centaurs’ affinity with trade gives them a knack for getting the best prices when buying or selling goods. When you are making a Charisma (Persuade) check to discuss price with a merchant, if you roll lower than a 10 you can treat the result as a 10. Once you use this ability you cannot use it again until you have completed a long rest.

Kick

Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Comments

Posts Quoted:
Reply
Clear All Quotes