Centaur
Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.
Age. Centaurs mature and age at about the same rate as humans.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Fey. Your creature type is fey, rather than humanoid.
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 can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
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 1d6 + 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 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.
Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
Languages. You can speak, read, and write Common and Sylvan.
The Mellfeui Centaur: The Mellfeui traverse the lands in the southern portion of Rayash, conducting trade with their surrounding neighbors. Mellfeui adventurers are typically found all along the continent of Rayash, but few are seen beyond the continent's border. Many Mellfeui typically stay close to their home tribe, but some find the lust for adventure drawing them to a life of adventure.
Creating a Centaur
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.Age. Centaurs mature and age at about the same rate as humans.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Fey. Your creature type is fey, rather than humanoid.
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 can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
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 1d6 + 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 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.
Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
Languages. You can speak, read, and write Common and Sylvan.
Centaur Civilizations
The Anashka Centaurs: The Anashka rule their homelands in the central plains of Aiyania through strength but use their power to unify and help the various civilizations in their lands. Not many Anashka choose to leave the tribe for a life of adventure, but one can find a loyal and trustworthy group member in a centaur of the Anashka.The Mellfeui Centaur: The Mellfeui traverse the lands in the southern portion of Rayash, conducting trade with their surrounding neighbors. Mellfeui adventurers are typically found all along the continent of Rayash, but few are seen beyond the continent's border. Many Mellfeui typically stay close to their home tribe, but some find the lust for adventure drawing them to a life of adventure.
Source: Mythic Odysseys of Theros
Racial Options
There are a few options to make your character fit the ideas you may have. The Ability Score Increase, Size, and even Languages can all be customized to better fit your character's history. Maybe you come from a very hardy people, like the Dwarves, but your character can't handle even the slightest cold breeze, but they make up for it with their incredible intellect. You could have been born of the tall and long Elves, but you find yourself barely coming up to some of their hips. Your Goblin may have been adopted by a couple of loving Genasi and they taught you to speak Primordial instead of Goblin. The options listed under your chosen race are just suggestions to easily fit your character within their culture's society, but you can change things up to make your character truly yours. There may be limitations set by the DM; rarely will you find a Large Fairy or a Tiny Goliath, but if you have a good story-driven reason for different character options, anything can be possible. Below are open-ended options for customizing your race. Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.Size. Your size is within one size option of your race's average size.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Choosing a Class
ArtificerBarbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
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