Homebrew Centaur variant Species Details

Legendary hunters and skilled warriors, centaurs are part man and part horse - the torso, arms and head of a man perched atop the shoulders of a horse - and are typically found on the fringes of civilization and roaming the plains and forests of the Feywild. They're mostly woodland beings, shunning the company of strangers. They're known to be deadly archers and even more fearsome in melee.

Nature’s Cavalry

Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. The hair on their head continues growing down their neck and back and across their shoulders, in a horse-like mane, which tapers off as it reaches their withers. Below the waist, they have the bodies of horses, with a similar range of coloration — from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaur tribes style their hair and their tails in a similar way. One tribe of centaurs may favor long, flowing hair, which the centaurs of another tribe may cut their hair in rough, spiky styles.

The upper bodies of centaurs are comparable to human torsos with slightly larger proportions, and their lower equine bodies average about 5 feet tall at the withers. They tower over humans and elves, standing only slightly shorter than a human rider mounted on a horse. When mingling with humans (or similar humanoids) they fill similar roles as cavalry warriors, messengers, outriders, and scouts.

Affinity for Nature

Centaurs have an affinity for the natural world. As a race, they tend to shun human cities and towns, only mingling with such places to trade or barter for goods and services. A centaur's heart is only at home in the wild, most usually on wide open prairies or else in ancient forests. They tend to be nomadic, living in small tribes or clans and using temporary or easily replaceable shelters, like tents, yurts and cabins. It is nearly unthinkable to consider a centaur living in a cave or in a major city. 

Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.

Clans and Community

Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among clans, they have a strong clan identity, and as such, centaurs are fiercely loyal to their individual communities as well as their race as a whole. Their love of history and tradition also means that centaurs are more likely than many other races to learn the same trades and duties of their parents. 

Centaur Names

Centaurs’ given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory — and, the centaurs believe, some shard of the spirit — of the departed. Centaurs don’t use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.

Male Names: Amphion, Amycus, Arctus, Argeus, Asbolus, Bromus, Chromus, Demeleon, Elatos, Euryteon, Hippasos, Hylaeus, Isoples, Lycabus, Melanchaetes, Mimas, Nessus, Orneus, Perimedes, Petraeus, Phoebus, Pholus, Phrixus, Pylenor, Pyraemon, Rhoetus, Styphelos, Thereus, Ureas

Female Names: Cyllaea, Daphne, Elnaeya, Estea, Eurycea, Galeisnya, Hylonome, Hypnatea, Ireinya, Kotyaeli, Laelya, Liteisia, Lycidea, Maedya, Meira, Naedja, Nessea, Nikya, Oestani, Phoebe, Peinya, Rhaeda, Raisya, Stasolya, Tatnya, Zhendoya, Zoreia

Centaur variant Traits

Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of non-fey origin.

Ability Score Increase

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

Age

Centaurs mature more rapidly than humans, especially as children - centaur foals grow to maturity much faster than humans. A centaur can stand on its own within hours of its birth, and can run without stumbling within a few months. A centaur reaches its full growth around age 6, but is not considered an adult for many more years. A centaur reaches its majority when it decides it is ready - this is typically between the ages of 12 and 18, with 15 being average. A centaur does not deteriorate much as it ages; once it reaches full maturity it will remain as fit and healthy as a youth until it is well into old age. Centaurs can live between 120 and 160 years. 

Alignment

Centaurs are inclined toward neutrality. Those who interact frequently with civilized races are more often neutral good, while those who are more isolated and wild are typically chaotic neutral. Despite this neutral alignment, there is strong sense of community within a centaur tribe and they are fiercely protective of their families and territory.

Size

Centaurs are massive but are still considered Medium sized creature. They stand between 7 and 8 feet tall, with their equine bodies reaching about 5 feet at the withers. They typically weigh between 1,000 and 1,200 pounds, though some wild centaurs are much larger.

Speed

Your base walking speed is 40 feet.

Fey Origins

Your creature type is fey, rather than humanoid.

Gallop

If you move your full 40 foot movement and also use the Dash action, you can double your total movement that round as a bonus action. This cannot be done inside most buildings or dungeons; to use this ability, a centaur really needs room to run. Their sheer mass prevents much tight cornering while galloping (if attempted, the DM may require an Athletics (Strength) check to successfully turn sharp corners or similar maneuvers while using the Gallop trait). 

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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can also jump twice as far as normal with a long jump if you move at least 20 feet on foot immediately before the jump. 

Your large horse-like body is incapable of navigating small enclosures or tunnels, and it prevents you from squeezing - you are unable to go anywhere smaller than a 5 ft. diameter passage.

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. Steep stairs are uncomfortable for you, and climbing ropes or ladders are practically impossible.

And finally, many humanoid-intended items just don't work for you (boots, armor, etc.); the DM will need to consider your size, mass, and body shape when deciding if you can use certain magic items or even standard equipment. Chairs, stools and beds are impossible for you to use. You are incapable of riding a mount of any kind, and even riding in a cart would be uncomfortable unless you were prone. Any armor you could wear would have to be customized and would cost at least twice or three times as much as that listed in the Player's Handbook. And finally, your sheer mass quadruples your food and water needs; you need to consume four times as much in water and rations as other Medium sized races (although strangely, consumable magic items like potions work just fine for you despite your greater bulk). 

Survivor

You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Languages

You can speak, read, and write Common and Sylvan. Sylvan is widely spoken various forest tribes, for it is rich in vocabulary to describe natural phenomena and spiritual forces. Those centaurs who live closer to human settlements will speak Common more often.

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