In the sprawling city of Ravnica, where "open road" seems like a contradiction and "open plain" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and freedom to travel. As much as they can, centaurs run- in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.
Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration--from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.
Centaurs have an affinity for the natural world. Among guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of Golgari and the labs of the Simic.
Centaurs celebrate family and community. Among the Gruul they have strong clan identity, and Selesnya centaurs are fiercly loyal to their individual communities as well as the guild as a whole. Their love of history and tradition means they are more likely to join the same guild that their parents did.
Names are passed down through family lines, new foals usually given the name of a recently deceased family member of the same gender. They do not use family names but do carry symbols that represent family membership like images of plants or animals, printed mottos, braids and beads worn in hair, even specific patterns of woven fabric.
Male Names Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog.
Female Names Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria
Ability Score Increase Your Strength score increases by two and your Wisdom score increases by one.
Age Centaurs mature and age at about the same rate as humans.
Alignment Centaurs are inclined toward neutrality. Those who join Selesnya are more often neutral good while those who join the Gruul are typically chaotic neutral.
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 40ft
Fey Your creature type is Fey rather than Humanoid.
Charge If you move at least 30ft 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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strikes.
Equine Build You count as one sizer larger when determining your carrying capacity and the weight you can push or drag. In additon 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 of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.