Homebrew (E.N.H.) Heavenly Centaur Species Details

Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.

 

note: this species is made for clerics.

(E.N.H.) Heavenly Centaur Traits

Heavenly Centaur Traits

Creature Type

Creature Type. You are a Fey.

Size

Size. Your size is Medium.

Speed

Speed. Your walking speed is 40 feet.

Charge

Charge. As a reaction (without using a reaction), if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build

Equine Build. You count as large size when determining your carrying capacity and the weight you can push or drag. in addition, you use your jump speed instead of your climbing speed in order to climb anything that requires the use of hands and feet.

Hooves Attack

Hooves Attack. Melee Weapon Attack. Range: 5 ft., one target. Hit Roll: (1d20 + your wisdom modifier + your proficiency bonus). On A Hit: (2d6 + your wisdom modifier) bludgeoning damage. On A Miss: no damage to target and the attack misses the target. Description Of Hooves Attack: As an action, you try to kick something with your hooves.

Natural Affinity

Natural Affinity. Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore, at the beginning of each in game day, can choose to have advantage in either Animal Handling, Medicine, Nature, or Survival for 24 in game hours. you cannot change your chosen skill that you are given advantage for during that 24 hours.

Healing Hands

Healing Hands. Heal Ally Action. range: 120 feet, one ally or party member. hit roll: 1d20. Description: As a action, you shoot a ray from your hands in order to heal one of your allies. if you get a 14 or higher on the 1d20 hit roll, the ray restores (1d8 + your wisdom modifier) hit points to the target of the ray. on a 13 or lower roll on the 1d20 hit roll, the ray misses the target of the ray.

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