Thaurian
Proud folk of the wild places
Thaurians are found in various places in the Firesea regions, but are most common in the great plains of the Gap of Hyperion south of Elaionas. They are tauric entities, with the lower body of a quadruped, and the upper body of an anthropomorphic version of that quadruped. This is the form in which hooved Earth animals present as sapients in this world, rather than as members of the Fera.
Thaurian subraces represent different kinds of hooved animals. Unlike a "classical" centaur of mythology, the species is heavily emphasized in the head and torso of the Thaurian as well, not merely the lower half.
- Ability Score Increase: Increase your Constitution score by 1.
- Age: Thaurians reach adulthood around 15 and generally live until around 60 years of age.
- Type: You are a Fey Beast.
- Size: Thaurians are about 8 to 9 feet long, and are 4 to 5 feet tall at the withers, or 7 to 8 feet tall at the top of their head, and weigh 1700 to 2100 pounds. You are size Large, with caveats. See Tauric Form.
- Speed: Your base walking speed is 40 feet. See Tauric Form.
- Tauric Form: You have a number of adjustments to how you interact with items and movement due to your special body plan.
- You have a 5 foot reach, as per a Medium creature.
- You equip gear and wield weapons as a Medium creature for your upper body. You cannot wear gear made for a humanoid's feet or lower body, but you can wear gear for mounts.
- Due to your unusual height and leverage, you can wield two-handed weapons in one hand, albeit at the cost of reducing the damage die by one step if you do so (d12 -> d10 -> d8 -> d6 -> d4 -> d3).
- You have 1.5x the lifting strength of a Medium creature of your Strength, due to having more leverage.
- You have 4x the carrying, pushing and dragging capacity of a Medium creature of your Strength.
- You can jump twice as high and far as usual for your speed.
- Climbing is difficult for you. You take disadvantage on any ability checks to climb, and your climbing speed is halved - even if you are granted an actual climb speed from an ability or magical effect, short of one that specifies that you are literally walking up the wall in defiance of gravity.
- You can be ridden by Medium or smaller humanoids, if you permit it. You and your rider roll initiative separately by default, but if you want to sync, you can both act on the lower initiative of the two.
- Charge: If you move at least half your speed straight toward a target and then attack with a melee weapon, you can follow up with a natural weapon attack (your hooves, or your horns or antlers as appropriate per your subrace) as a bonus action.
- Natural Weapon (Hooves): When using your hooves to attack, your unarmed damage is d6 bludgeoning.
Thaurian subraces represent different kinds of hooved animals. Unlike a "classical" centaur of mythology, the species is heavily emphasized in the head and torso of the Thaurian as well, not merely the lower half.
Bariaur
(Goat, Ram)- Ability Score Increase: Increase Constitution by 1, and any other ability score by 2.
- Size: You are 1 foot shorter in length and height than the base Thaurian, and your weight is 1400 to 1800 pounds. This doesn't change your size or traits in itself.
- Natural Weapon (Horns): When using your horns to attack, your unarmed damage is d6 bludgeoning.
- Perceptive: You have proficiency in one of either Insight, Investigation, Perception, or Survival.
- Revel: As a swift action, you can partake of a vice to grant Bardic Inspiration to yourself. This ability recharges after a long rest unless you are a 5th level Bard, in which case it recharges after a short rest.
- Sure-Footed: You have advantage on ability checks and saving throws to keep your balance and to prevent or mitigate falling or forced movement.
Centaur
(Horse, Zebra)- Ability Score Increase: Increase any three separate ability scores by 1 each.
- Danger Sense: Your passive Insight and Perception are increased by 5 for the purpose of avoiding being surprised.
- Ki: You gain the Ki ability of a 2nd level monk, and the Patient Defense and Step of the Wind abilities, but do not get Flurry of Blows unless you are actually a 2nd level monk. Like a 2nd level monk, you have 2 ki, and recover your ki after a short or long rest. If you are actually a monk, increase your ki pool by 2.
- Savvy: You have proficiency in one of either Arcana, History, Nature, or Religion.
- Tireless: You can do any tiring activity (e.g., forced march) for twice as long before risking fatigue. You also have one "bonus" exhaustion level with no mechanical effects, so if an attack or effect makes you exhausted you suffer no consequences for your first tier of exhaustion; you also recover 2 levels of exhaustion per long rest instead of 1. Additionally, you have advantage on saving throws against sleep, drain, paralysis and weakness effects.
Cervin
(Deer, Gazelle)- Ability Score Increase: Increase your Dexterity score by 2 and one mental ability (Intelligence, Wisdom or Charisma) by 1.
- Speed: Your base walking speed is 50 feet.
- Light-Footed: Ability checks made to track you are made at disadvantage, and you ignore any movement reduction from the first two spaces of difficult terrain you move through each turn.
- Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
- Natural Weapon (Hooves and Antlers): Your hooves deal slashing damage instead of bludgeoning. If male, you also have an antler natural weapon; when using it, your unarmed damage is d6 piercing.
- Primal Energy: You know one cantrip from the Druid or Bard list, and one 1st level utility spell from those lists that does not do damage and doesn't have an attack roll, saving throw, or expensive component greater than 100 gp. The cantrip can be used at will, while the spell can be used once and recharges after a short or long rest. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for these spells. If you are of a spellcasting class, these spells are added to your spells known and are always prepared as spells of that class.
Toros
(Bull, Aurochs, Water Buffalo)- Ability Score Increase: Increase your Strength score by 2 and your Constitution score by 1.
- Size: You are 1 foot longer and taller than the base Thaurian, and your weight is 2000-2400 pounds. This doesn't change your size or traits in itself.
- Natural Vigor: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Whenever you receive healing or temporary hit points, increase it by 1 point per die, or by 1 per 5 points of flat healing or temporary hit points.
- Natural Weapon (Horns): When using your horns to attack, your unarmed damage is d6 piercing. If male, you may elect to be a longhorn, which gives your horns the same special feature as the Lance, namely, giving you reach with your horns but disadvantage on horn attacks against opponents who are adjacent to you.
- Powerful Build: You ignore the Heavy trait on weapons except where it is beneficial to you, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Rampage: You can enter a rage as a bonus action, as a 1st level Barbarian. You regain the use of this ability after a short or long rest. If you are actually a Barbarian or have rage from another source, you can use the traits of that rage, and can activate your Toros rage as a reaction to dropping out of rage to instead remain raging and reset your rage duration.

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