Description

Centaurs gallop throughout the northern parts of the Savage Lands. The centaurs represented how energies from Feywild can resonate with the natural world. From the waist up, they resemble elves or humans. From the waist down, they have the bodies of horses. They were created together with Minotaurs and coexisted for a long period of time, until the grew apart due to different exposure from other societies. When the Minotaurs chose to adopt the violent traditions of orcs from the south, centaurs were forced to separate themselves from Minotaurs, moving up further north, building groves and forest enclaves. Their population has been in steady numbers across the eras, as they have many offspring to counter the continuous losses from defending their territory. They developed an alliance with Tabaxi and occasionally Hobgoblin tribes that migrated north. 

Origins

Centaurs, same as Minotaurs, were created by combined efforts of Maldos and Zeriax attempting to create fey creatures that has clearly separated animal-humanoid characteristics. Maldos and Zeriax focused a lot on the strength aspect of the animal, giving both races exceptional strength and constitution as well and a large body that gives unstoppable momentum in combat.

Genetics

Centaurs despite being created equally from a good and an evil god, after generations, their communities naturally inclined towards good and were a peaceful race that did not indulge in the barbaric societies of the Savage Lands.

Lifespan

Centaurs tend to live around 70 years.

Homeland

Savage Lands

Also found in

EratusFairy's Rest

Reputation

Centaurs are considered the wisest of the races in Savage Lands and the leaders of the north. They are important allies to Tabaxi, rivals to Minotaurs, enemies to Lizardfolk and neutral to all others. Their forces, naturally, consists of only cavalry which makes them deadly in open fields.

Alive/Extinct

Centaurs are still alive in the 4th era.


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Centaur Traits

As a centaur, you have the following racial traits.

Ability Scores: Increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Your available choices are Strength, Constitution or Intelligence.

Creature Type: You are a Fey.

Size: Your size is Medium.

Speed: Your walking speed is 40 feet.

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.

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.

While you are half horse, you're not ideal for carrying a combatant in your back. A creature mounting the Centaur has disadvantage on attacks and saving throws. The Centaur has -2 AC if mounted as it can't dodge as it normally would. Mounted Combatant feat negates these penalties.

Hooves: You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity: Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal HandlingMedicineNature, or Survival.

Languages: Your character can speak, read and write (writing requires INT score 6 or higher) Common or Goblin and one other language of your that you and your DM agree is appropriate for your character's backstory. A list of languages and their regions can be found in  Languages.