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## Centaur Centaurs have humanoid upper bodies, and the lower body like a quadripedal animal. They are like a merger between mount and rider, and excell in the same roles: as cavalry, messengers, outriders and scouts. There are many types of centaurs across biomes and even planes, but they share a few things in common. They share a greater connection to the natural world than other races such as humans and dwarves, as well as a tendency towards tribal and nomadic societies. ### Centaur Names Centaurs’ given names are passed down through family lines. The name given to 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 rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. ### Centaur Traits Centaurs of all kinds share the following traits. ***Age.*** Centaurs mature at a faster rate than humans, reaching maturity in their early teens, but live a few years shorter. \columnbreak ***Hooves.*** Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. ***Equine Build.*** 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 hooves. You have disadvantage on ability checks to make such a climb. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. ***Hybrid Nature.*** You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. ***Size.*** Centaurs stand between 6 and 9 feet tall, and weigh between 800 and 1600 pounds. Your size is medium. ***Speed.*** Your base walking speed is 40 feet. ***Languages.*** You can speak, read and write Common and one other language of your choice. ***Subraces.*** There are four types of centaur; equine, cameline, caprine and cervine. Choose one of these subraces. #### Equine Equine centaurs inhabit the great steppes, where they live in nomadic tribes. They are brutally effective warriors, specializing in archery, hit and run tactics and charges. Some tribes prefer to keep to themselves, but others put this talent to use to raid and plunder humanoid settlements. Somewhat like satyrs, these centaurs tend to be hedonistic and aggresive, but there are certainly exceptions. These centaurs often lead tribes or advise its leaders, and are capable of channeling the raw power of their people into greatness. ***Ability Score Increase.*** Your Strength score increases
by 2, and one ability score of your choice increases by 1. ***Charge.*** Once per turn, if you move at least 20 feet straight toward a target immediately before hitting it with a melee weapon attack, the attack deals 1d6 additional damage of the weapon's type. ***Athletic.*** You are proficient in the Athletics skill. #### Cameline Cameline Centaurs are more suited than any other race to survive in great deserts. They can go without food and water vast stretches of time. They are skilled hunters and gatherers, having an excellent memory for remembering the locations of water sources as well as good areas for hunting and foraging. ***Ability Score Increase.*** Your Constitution score increases by 2, and your Wisdom score increases by 1. ***Desert Born.*** You're naturally adapted to hot climates, as described on page 110 of the *Dungeon Master's Guide*. ***Reserves.*** Your body is built to preserve water and food for extended periods of time. ***Perseverance.*** When you succeed on a Constitution saving throw, you can use your reaction to regain a number of hitpoints equal to your level. Once you use this trait, you can't use it again until you finish a long rest. ***Survivor.*** You are proficient in the Survival skill. \pagebreak #### Caprine Half humanoid and half mountain goat, these centauroids call mountainous regions their home. From the waist up, they resemble a dwarf or halfling, except for a pair of curling horns emerging from the top of their forehead. ***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1. ***Climber.*** Unlike other centaurs, you are adept at climbing. You don't suffer the disadvantage on climbing from *equine build*. Additionally, you ignore difficult terrain caused by rock formations and rubble. ***Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage. #### Cervine The lower half of these centauroids resembles that of a deer or elk. They are more agile than other centaurs, and prefer to live in secluded forests. These centaurs revere the traditions of the past, and feel a close kinship with magic. They make many of their decisions based on divination, studying the skies for omens. They have strong intuitive sense of the future as well as truth. Lies are rare in Cervine tribes, and quickly too. ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Dexterity score increases by 1. ***Age.*** Cervine centaurs physically mature just as quickly as other centaurs, but only claim adulthood at the age of 100. They can live to be 750 years old. ***Starseer.*** Your people are gifted in the arts of divination magic. In nighttime, you can spend 10 minutes studying the stars to cast *augury* without requiring material components. You can't use this trait again until you finish a long rest. Whenever you cast augury, you can describe a course of action you plan to take within the next 24 hours, rather than 30 minutes. ***Mystical Insight.*** You are proficient in the Insight skill. \columnbreak
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