Centaur playable race
Centaur
The Centaur race are Reclusive Wanderers and Omen-Readers of the wild, they try to avoid conflict but fight fiercely when pressed.They roam the vast wilderness of Kelldoria, crossing frozen Tundra and open plains,Deep Woodlands and Ancient groves,and the Hills and Mountain passes, keeping far from Borders, Laws, and the company of other creatures.
Wilderness Nomads
Centaur Tribes (Also known as Clans or Herds) range more often across Lands with Mild to Hot Climates (Though Cold Lands are known for some smaller,but more Battle-Hardened Tribes). A typical Centaur requires only light furs or oiled skins to deal with inclement weather. The Centaur race are Hunter-Gatherers and rarely build permanent structures but they do use Tents or Half-Tent shelters (a lean-to).
Centaur Migrations (Some, not all) span many Countries and can take Decades to repeat, so that a Centaur Tribe might not retread the same path for Generations. These Long-Ranging patterns can lead to conflict when the Tribe encounter Settlements of other Creatures built along their Traditional Routes.
Reluctant Settlers
A Centaur that can't keep pace with the rest of its Tribe (Clan) is left behind.Some such Centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their Tribe (Herd) might take up residence among other races. Frontier Settlements value the nature knowledge of their Centaur residents. Many such communities owe their survival to the insight and acumen of a Centaur.
Despite their reclusive nature,Centaurs trade with Elf-kind and with the caravans of other benevolent Humanoids they meet during their wanderings. A Trader might save the life of a wounded or an Elderly Centaur unfit for long travel, escorting it to a Settlement where it can Peacefully live out the rest of its days.
Gaming Information: Racial Traits
Ability score increases:
Strength +1 and Constitution +1Alignment:
NEUTRAL, some can be CHAOTIC but mainly GOOD.SIZE:
LARGESpeed:
50ftCLASSES:
Fighter, Barbarian, Ranger, Cleric or DruidSKILLS:
Athletics, Perception and SurvivalArmour Proficiency:
LIGHTWeapon Proficiency:
PIKE, POLE-ARM, LANCE and LONGBOW.CHARGE:
If you move at least 30 feet straight toward a Target and then HIT with a Proficient Weapon on the same turn, the Target takes an EXTRA 10 or (3D6) PIERCING DAMAGE.ACTIONS:
MULTI-ATTACK:
The Centaur makes TWO ATTACKS: ONE with a WEAPON and the other with its HOOVES, or TWO with its LONGBOW.HOOVES:
Melee weapon attack:+2 TO HIT(+ STRENGTH MODIFIER),reach 5ft,one Target. HIT:11 (2D6+ STRENGTH MODIFIER) Bludgeoning Damage.Basic Information
Anatomy
Growth Rate & Stages
AGE:
20 (young Adult),30-50 (Mature Adult),60-90 (Old), Like Humans their Lifespan is Short, rarely living much beyond 100 years old. The oldest recorded Centaur was 112 years old.Dietary Needs and Habits
Additional Information
Social Structure
Geographic Origin and Distribution
Perception and Sensory Capabilities
Civilization and Culture
Naming Traditions
Male:
Airarus,Bryvonos,Dofias,Drynetus,Elokall,Sahatos and Xenoth.Female:
Aopas,Byfinirn,Brysal,Clikos,Eyfodral,Kinytion,Ryjufin,Sunonus and Uuxaios.Major Organizations
THE TRIBE OF THE NORTH WIND (The Northern Wastes,Northern Pelosia & The Kingdoms of Pelosia)
THE TRIBE OF THE BLACK PAVILION (The Talosian Empire)Major Language Groups and Dialects
- Sylvan(Fey)
- Elven, Choose one from: Elosi
- Pelosi
- Or Talosi
- Amorian (Northern Common Tongue)
- Kelldorian (Central Common Tongue)
Comments
Author's Notes
Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)