Homebrew Centaur (Giant's blood) Species Details

The Centaurs of old migrated to the cold northern region and evolved to be bigger and hairier. There still exist the few smaller sized Centaur tribes, but they're very reclusive. The giantblooded Centaurs are generally nomadic folk, helping out communities as they pass. They prefer to stay in the north, but some souls have found their way over the grassfields and hilld and even some cities (of which most are not fit to accomodate these giants).

Centaurs tend to be firm belivers in their gods, most tribes having their own set of worshipped gods. They do not conform to gender norms, which is heavily reflected in their physiology as well. When socializing with other races, they tend to prefer others of fey origin like elves, halflings and firbolg.

Centaur (Giant's blood) Traits

Beefy half-horse-half-man.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Fey

Your creature type is fey, rather than humanoid.

Languages

You can speak, read, and write Common and Sylvan.

Age

Centaurs slowly grow to maturity at the age of 30. They're already very competent and capable many years before then, but that is when they generally stop growing and get accepted as free adults. Their prime years last until around the age of 500 and from there they grow slower, older, but also much wiser. The expected lifespan of a Centaur is 700.

Size

Centaurs grow to be between 11 and 13 feet tall.

Equine Build

Your large build grants you 1d12 Bonus HP, the number of dice increases by 1 with each uneven level.

You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Northener

You have resistance to cold damage.

Nomad

You have proficiency in Religion, Nature and Survival.

Hooves

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 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Charge

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 add extra damage equal to your hoof attack and push the target back 10 feet. If the target hits an obstacle when pushed back they and the obstacle suffer an additional 1d4 damage.

Aged Experience

You have advantage on History checks if the history you are trying to recall happened within your lifetime.

Comments

Posts Quoted:
Reply
Clear All Quotes