Centaur (Race)


 * To view the lore of the Centaur race, see /lore.

From Mordenkainen Presents: Monsters of the Multiverse, page 9; Mythic Odysseys of Theros, page 19; Guildmasters' Guide to Ravnica, page 15; and Unearthed Arcana: Centaurs and Minotaurs].

Traits
(Mordenkainen Presents: Monsters of the Multiverse, page 9)

As a centaur, you have the following racial traits.

Ability Score Increase. When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Creature Type. You are a Fey.

Size. You are Medium.

Speed. Your walking speed is 40 feet.

Languages. Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

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.

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 Handling, Medicine, Nature, or Survival.

Mythic Odysseys of Theros
(Mythic Odysseys of Theros, page 19; Guildmasters' Guide to Ravnica, page 15)

Your centaur character has the following racial 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.

Alignment. Centaurs are inclined toward neutrality. On Ravnica, those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral. On Theros, Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.

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.

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. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.

Unearthed Arcana
(Unearthed Arcana: Centaurs and Minotaurs])

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.

Size. Your size is Medium, yet you tower over most other humanoids.

Speed. Your base walking speed is 40 feet.

Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon's damage dice twice and add them together. Once you use this ability, you can't use it again until you finish a short or long rest.

Hooves. Your hooves are natural melee weapons, with which you're proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

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 hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Survivor. You have proficiency in the Survival skill.

Hybrid Nature. You have two creature types: Humanoid and Monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Common and Sylvan.