Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

Centaur


Centaurs have remained quite faithful to their ancestors’ roots in the Feywilds, they are powerful and curious, quick to act and always curious to learn more about the world. They value family above all else, even their desire to experience life's boundless bounty. Even so they are not the type to settle in any permanent homes, preferring to wander in merchant family bands called guro. As such Centaurs can be found out on the open roads of any kingdom, and wherever there are wonders to marvel at. Centaurs have an affinity for the natural world, as such they feel a close kin ship with wild animals and delight in the feeling of running alongside herds and packs of other beasts. Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection.



Life in the Guros'


Their guros’ are often led by the eldest of the family group, in times of discord the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. Every guri has at least one centaur trained and raised for battle, warrior centaurs are held to a high esteem and often seen as the most noble profession, taught to protect their own and any others who are unable to do so themselves. Unfortunately, centaurs also believe that all of their warriors are fated to die in defence of others. Generally, this has proven to be true and as such all centaur warriors are trained not to fear an early death as long as it comes without any regrets on their part. Guros’ often merge to increase their numbers and share their wares and skilled members to increase their mercantile prowess as well as their survivability outside of cities.  Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. 



Prototine


When young centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a prototine, can last anywhere from a few weeks to several years. The centaurs believe that a prototine helps young centaurs find their place in the world. a member of the guri, with the strongest connection to Torren and the Feywild, will bless them and perform a ritual asking for protection on their prototine. While most centaurs return to the band eventually, some find their calling elsewhere. When the centaurs tell tales of their greatest heroes, they often speak of those who found their heroic destiny on a prototine.



Raiding Groups


There are those who turn their backs on the family centric lifestyle of the guri, or even those who commit a great crime against their family and as such are cast out of their guri. These centaurs often join bandit groups or form raiding herds. These herds are voluntary associations, in contrast to the family centric guri. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets. Bands also join together to defeat common threats or to hunt more dangerous game. They value physical strength, speed, and prowess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger.



Nature's Cavalry


Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. 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. Centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than speed. The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors. messengers, outriders, and scouts.



Centaur Names


Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory of the departed. They may also adopt names from people or cultures they met on their journey, to commemorate significant moments and memories.

Male Names: Bonmod, Boruvo, C hodi, Drozan , Kozim , Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog

Female Names: Daiva. Dunja, Elnaya. Galisnya, lrinya, Kotyali. Lalya. Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya. Tatna, Zhendoya, Zoria



Centaur Traits


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.

Size: Centaurs tend to stand between 6 and 7 feet tall. Your size is Medium.

Speed: Your base walking speed is 40 feet.

Fey: 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, 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.

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. 


Variant ASI: Instead of increasing your wisdom by 1 you can choose to increase any other ability score by 1.


Additional art

A link to a google drive with additional art for inspiration: Centaur's