Centaur
Centaur are a race of horse chimera originally native to the grasslands of eastern Talan.
The nomadic peoples roam in family-tribes that spend their time acting as mercenaries or traders with various colonies from around the continent. They often sell their services to the conflicts between the various Talanian nations or the struggle between Marellum and the Lossen Alliance.
The only known Centaur nation is that of cityname. A neutral location that the nomadic centaur peoples use to birth and raise their young.
Additionally in ancient times tribes of centaur migrated west to what is modern day Larc, which hosts the largest population of non-grassland centaur.
Basic Information
Anatomy
Centaur eppear as humans from the waist up but their lower half is that of a horse. Their upper body is the same size as a humans while their lower half is much smaller than a normal horse, adjusted to fit the size of their upper torso.
Centaur Racial Stats
Ability Score Increase +2 Strength
Size Medium
Speed 50 feet
- Powerful Build You count as one size category larger for the purposes of carrying capacity and weapon sizes.
- Clan You may pick from one of the following clans: Knight, Farming, Druidic, Trader or Mercenary
- Ability Score Increase +1 Charisma
- Martial Training You gain proficiency in two martial weapons of your choice along with light and medium armor.
- Noble Upbringing You gain advantage on persuasion checks when dealing with nobility or those in the employ of nobility (guards, soldiers, personal servants etc.)
- Talented Charge You gain advantage on the first melee attack you make after moving at least 20 feet in a straight line
- Ability Score Increase +1 Constitution
- Folk of the Land You gain advantage on persuasion to deal with the "common folk" whom you understand on an intrinsic level. In addition you may add half your proficiency bonus to any ability check related to farming (Knowing about crops or mending equipment or healing an injured animal).
- Hardy Folk You gain 1 additional HP per level.
- Ability Score Increase +1 Wisdom
- Way of the Wilds You gain proficiency on Handle Animal and Nature checks
- Walk of the Wilds You ignore difficult terrain for natural environments (Forests, Mountains etc.)
- Animal Savant Animals normally hostile to you will start out neutral.
- Ability Score Increase +1 Charisma
- Mercantile You initially sell items for 75% of their standard value rather than 50%
- Crafter You may craft or repair mundane items in half the normal time.
- Well Versed You gain proficiency and expertise in persuasion. In addition you learn two additional languages
- Ability Score Increase +1 Constitution
- Martial Talent You gain proficiency with two Martial weapons of your choice along with light and medium armor
- Monster Hunter You may use a bonus action to deal an additional 1d6 damage to any large or larger creature you damage in a turn.
- Horde Slayer When you deal damage to a foe you may, as a bonus action, cause another foe within melee range of your target to take 1d6 damage
Knight Clan
Farming Clan
Druidic Clan
Trader Clan
Mercenary Clan
Genetic Ancestor(s)