Centaur Subraces

by Cthulhu

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Centaur

Centaur are half-humanoid, half-horse creatures, known for their speed as well as their strange form.

Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.

Ability Score Increase. Your Wisdom score increases by 1.

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

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

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.

Fey Centaur

Fey Centaur are the most common centaurs, born from the Feywild's connection with the Material Plane. Unlike many other forms of centaur, they are rather common, dotting the countryside in small, isolated groups, nomads in a land built on setting down.

Ability Score Increase. Your Strength score increases by 2.

Fey. Your creature type is fey, rather than humanoid.

Speed. Your base 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.

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 ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

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

Deerborn Centaur

Deerborn Centaurs are born similarly to Fey Centaurs, getting their roots from the Feywild's connections will the Material Plane.

Deerborn are more connected to the Feywild than other Centaurs, raised on its light and born into its power, and because of this less are seen in the Material Plane.

However, where Fey Centaurs resemble humans combined with horses, Deerborn Centaurs instead resemble elves combined with deer, sporting the upper half of an elf, with antlers on the head, and the lower half of a larger deer.

Ability Score Increase. Your Dexterity score increases by 2.
































Fey. Your creature type is fey, rather than humanoid.

Speed. Your base walking speed is 40 feet.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Feywild Connections. You know the druidcraft and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is Wisdom.

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

Infernal Centaur

Infernal Centaurs are centaurs born with the blood of demons and devils, forged from a sinister combination of humanoid and hell hound. Made through sinister magics, the magic is known to corrupt: many Infernal Centaurs are evil or chaotic in nature. Few exist, but those who do are often used as leaders of hell hounds, to which they can share thoughts.

Ability Score Increase. Your Constitution score increases by 1 and your Strength increases by 1.

Fiendish Blood. Your creature type is fiend, rather than humanoid.

Speed. Your base walking speed is 35 feet.

Fire Resistance. You have resistance to fire damage.

Fiery Breath. You can use your action to exhale fire in a large area, dealing damage in a 5' by 30' line. When you use your breath weapon, all creatures in the area must make a constitution saving throw, equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire

damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Hell Hound Affinity. Hell hounds view infernal centaurs as leaders of their packs. Hell hounds have disadvantage on attack rolls against you until you attack them. Additionally, you have advantage on Charisma (Persuasion) checks against hell hounds.

Languages. You can speak, read, and write Common and your choice of Infernal and Abyssal.

Hell Hounds

Hell Hound Affinity is an odd ability. It is based off of an ability of the monster from Tome of Beasts 2 that inspired the idea for this race, serving as a more flavorful way to prove their relationship with Hell Hounds. Overall, it is not that helpful in most all scenarios, but exists largely for roleplay potential and for the possibility of really cool interactions.

Ophidiotaur

Ophidiotaur are born of the unholy combination of centaurs and serpents, creating monstrosities stuck somewhere inbetween, with a serpentine head and a scaled, horse-like body.

Ophidiotaur are not naturally created, instead formed through dark magic often used by powerful followers of naga. They can however naturally reproduce, and there are rumors of secret Ophidiotaur cities deep in the jungles.

Ability Score Increase. Your Charisma score increases by 1 and your Dexterity increases by 1.

Speed. Your base walking speed is 35 feet.

Poison Immunity. You are immune to poison damage and the poisoned condition.

Serpentine Magic. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common, Abyssal, and Draconic.

Sagitarrius Centaur

Sagitarrius Centaur are born of the stars, celestial beings born as guides and warriors, taught to protect and guide travelers they find on their travels.

Many exist in the world of the celestials, but few descend down into the surface world, losing power on their disconnection from their home plane.

Ability Score Increase. Your Wisdom score increases by 1 and your Dexterity score increases by 1.

Starborn. Your creature type is celestial, rather than humanoid.

Speed. Your base walking speed is 40 feet.

Celestial Power. You know the Guidance cantrip. Starting at 3rd level, you can also cast Enhance Ability with this trait. Once you cast it, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.

Lightborn. You have resistance to radiant damage.

Celestial Training. You have proficiency with the longbow, shortbow, and hand crossbow.

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

Credits

Idea for the Ophidiotaur and the Infernal Centaur come from the Tome of Beasts 2, by Wolfgang Baur at Kobold Press.

Art is Female Centaur : Odyssey of Dragonlords by Agri Karuniawan

Like what you see?

I'm Cthulhu, and I've been making homebrew for nearly a year now. I'm still getting better, but I'm gonna start releasing new homebrew every few weeks starting soon. If you're interested, check out some of my previous work:

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