Havinit

In a blatency sense of the contradictary open road and open plains, the havinits retain a vast love for open spaces amd adventure, having a strong sense of freedom to travel. And for as much as they can, havinits run anywhere they go, beit a park, a plaza or even an expanse of ruins or rubble. They run like the wind, with flicking tails and hooves thundering behind them, until something stops them in their path. They among the natural cavalry, with an upper body like most Anac or similar humanoid, skin tones and all. Below the waist however, they had the body of a horse, with a multitude of coloration that spanned across the natural breeds of horses.

Most havinits styles their hair and tails to match each other and often they would keep this tied to a diety of their choice, as some would prefer long hair while others might have preferred short hair. The size of havinit's were often comparable to their relative halves, with their upper body matching most Agsum humanoid sizes, and the lower body ranging from 5 to 6 feet tall. And while their size was smaller than a normal humanoid riding a horse, they were more than capable of filling that same roles of being a messenger, scout, cavalry soldier or outrider. Meanwhile the most part of this form seemed relatively normal, their hooves, the nails on their hands, hair and tails had a fiery appearance, almost seeming to appear like they were on fire.

## Havinit Names

Havinit' given names are something that is passed down through the family line, marking and tend to follow the last deceased member of the same gender. And it also believed that is what they believe is the key of keeping that memory alive. They also don't use family names , and instead have series of symbology that they wear to represent their family, wether it's graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.

## Havinit Traits

Your havinit character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms.

### Ability Score Increase

Your Strength score increases by 2, and your Wisdom score increases by 1.

### Age

Centaurs mature and age at about the same rate as humans.

### Alignment

Centaurs are inclined toward neutrality. Those who join the 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.

### Fey Creature

Your creature type is fey, rather than humanoid.

### 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.

### 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 + your proficiency bonus, 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.

### Naturist

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.