Homebrew [Astral Compass] Centaur Species Details
Centaurs are some of the last Wild Fey who rarely are seen in modern society, this mainly due to their migratory habits and herds as well as very Fey minded pasts. Once the great herds numbered in the millions, traveling across the Fey wilds under the guidance of their Archfey: Sylvaron, The Herdwatcher. Now due to their feuding with the Sayters, and Unseelie, their numbers dwindle.
Post Final Convergence, The Centaur now roam more openly, in the more accepting world of Myllithra they find themselves more than simply welcome, but valued in society for their many skills, understanding of survival, and their fiercely loyal bonds to those they deem as part of their herd.
Species Traits
Creature Type: You are a Fey but are also considered a Humanoid for any prerequisite or effect that requires you to be a Humanoid.
Size: Medium
Speed: 40 ft.
[Astral Compass] Centaur Traits
As a centaur, you have the following racial traits.Creature Type
You are a Fey but are also considered a Humanoid for any prerequisite or effect that requires you to be a Humanoid.
Size
Your size is Medium.
Speed
Your walking speed is 40 feet.
Darkvision.
You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Wild Fey Ancestry
Your connection to the tumultuous Fey Wilds grants you with abilities to survive the more wild parts of the Fey. You are immune to the Charmed condition as well as have Advantage on resisting and ending conditions from spells of the Enchantment School.
Charge
When you move you can move through the spaces of Medium or smaller creatures. When you do you can force any creature you pass through to make a Dexterity Saving throw (DC = 10 + proficiency Bonus) or be pushed 5ft. Away from you.
Technically Half Horse
Due to your lower half being a horse, you gain the ability to take the Dash Action as a Bonus Action. Additionally, any creature that is riding you gains Advantage on attack rolls against any unmounted creature within 5 feet of you. However, any movement that requires hands and feet (such as ladders or stares) is especially difficult for you and becomes difficult terrain, because of your equine legs.
Bucking Kick
As a Bonus Action, you can make a strike with your hooves and deal 1d6 + your Strength modifier bludgeoning damage, If the creature is the same size or smaller then yourself, They must make a Strength Saving Throw (DC = 10 + proficiency Bonus) or be knocked prone .
Part of the Herd
When you give a creature the Help Action they can then add 1d4 to their next D20 test, If the Help Action is used to stabilize a creature that has 0 Hit Points, they instead regain 1d4 hit points.