Centaur

* **Ability Score Modifiers:** +4 Str, +2 Dex, +2 Con, +2 Wis *(flexible, with advanced Strength, Dexterity, and Constitution: 14 RP)*
* **Type:** Monstrous humanoid *(3 RP)*
* **Size:** Large *(7 RP)*
* **Base Speed:** Normal (0 RP) (plus Fast (+10 feet) *(1 RP)*
* **Languages:** Standard *(0 RP)*

#### Defense Racial Traits

* **Natural Armor:** Centaurs have tough skin, granting them a +2 natural armor bonus.

#### Senses Racial Traits

* **Darkvision:** Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.

#### Other Racial Traits

* **Quadruped:** Centaurs have four legs *(2 RP)*

### Dungeons & Dragons, 5th edition

* ***Ability Score Increase.*** Your Strength score increases by 2, and your Wisdom score increases by 1.
* ***Age.*** Centaurs mature physically at about age 11 and generally live to be about 60 years old.
* ***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.
* ***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 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.
* ***Languages.*** You can speak, read, and write your native tongue and Sylvan.

## Subraces

### Unicorn centaur

#### Dungeons & Dragons, 5th edition

* ***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.
* ***Glowing Horn.*** You know the *mage hand* cantrip, which manifests as a glow around the object being manipulated rather than as the figure of a hand. You can cast it without verbal or somatic components, and if you later learn this spell through other means, its range increases by 30 feet when you cast it. Once you reach 3rd level, you can cast the *cure wounds* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *calm emotions* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

### Pegacentaur

#### Dungeons & Dragons, 5th edition

* ***Flight.*** As long as you are not wearing medium or heavy armor or carrying more weight than quintuple your Strength score in pounds, you have a fly speed of half again your walking speed (60 feet for most pegacentaurs).
* ***Up Where the Weather Lives.*** You may treat any cloud (or similar object/phenomenon) as if it were solid ground, allowing you to walk upon it at your normal speed. This ability does not extend to anything you may put down or leave behind. This also allows you to shape, manipulate, and herd clouds as if they were solid objects.

### Earth centaur

#### Dungeons & Dragons, 5th edition

* ***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.
* ***Survivor.*** You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

### Bat centaur

#### Dungeons & Dragons, 5th edition

* ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* ***Flight.*** As long as you are not wearing medium or heavy armor or carrying more weight than quintuple your Strength score in pounds, you have a fly speed of half again your walking speed (60 feet for most bat centaurs).

### Kircentaur

#### Dungeons & Dragons, 5th edition

* ***Glowing Horn.*** You know the *mage hand* cantrip, which manifests as a glow around the object being manipulated rather than as the figure of a hand. You can cast it without verbal or somatic components, and if you later learn this spell through other means, its range increases by 30 feet when you cast it. Once you reach 3rd level, you can cast the *cure wounds* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *calm emotions* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
* ***Nirik Transformation.*** Starting at 3rd level, you can use your action to allow your anger to consume you, causing your fur to become black, your scales gray, and your hair and tail to become fire. Fire streams from your eyes (which become white) and hooves,
	+ Your transformation lasts for 1 minute or until you end it as a bonus action or your emotions become calmed. During it, you have advantage on all Strength checks and saving throws, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.
	+ Once you use this trait, you can't use it again until you finish a long rest.

### Umbrum centaur

#### Dungeons & Dragons, 5th edition

* ***Incorporeal Immunities.*** You are immune to the grappled, petrified, and restrained conditions.
* ***Incorporeal Movement.*** You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

## Centaur Feats (Dungeons & Dragons, 5th edition)

### Alicentaur

There are class archetypes available to centaur characters:

Charger (Cavalier Archetype)