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Centaur

In the sprawling city of Ravnica, where "open road" seems like a contradiction and "open plain" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run - in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.

Basic Information

Anatomy

Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. 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. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough. spiky styles.
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.

Civilization and Culture

Naming Traditions

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 a live the memory - and, the centaurs believe, some shard of the spirit - of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals. printed mottoes. braids and beads worn in the hair and tail. or even specific patterns of woven fabric.
Male Names: Bonmod, Boruvo, Chodi, 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

Major Organizations

Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.
Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.

Major Language Groups and Dialects

Common, Sylvan

Culture and Cultural Heritage

Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kin s hip with wild animals, perhaps because of their own horselike bodies, and delight in the feeling of running alongside herds and packs of other beasts.

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Centaur

Ability Score Increase +2 Str, +1 Wis
Size Medium
Speed 40 ft.

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.
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.
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 you r 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. Common, Sylvan

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