Centaur
DnD Centaur Race

The Centaurs live in the mysterious and untamed land of Velmorgath, a region covered with dense forests, raging rivers, and remnants of an ancient, Viking-like past. Once a dangerous place filled with malevolent creatures, it is now largely a land of peace where the Centaurs thrive.
Appearance
Centaurs resemble beings with the upper body of a human and the lower body of a horse. In rare cases, this is reversed: a horse-like body with human legs, a strange mutation often regarded as a dark omen.
Leader
The current leader of the Centaurs is a powerful and wise warrior queen named Kaerha Skornblade. She rules with a firm yet just hand and is the first woman ever to hold the title of queen. Kaerha is devoted to Velanira, the goddess of women, and works to give women more power and respect within Centaur society.
Ivarr the Ashborn
Not all Centaurs support her vision. Many traditionalists disagree with her rule. Some even see it as shameful that a woman leads their people. The loudest of her opponents is Ivarr the Ashborn, a fierce warrior with a dark reputation. He believes he is the rightful heir to the throne and has gathered a considerable following among the Centaurs.
Ivarr has an imposing, barbaric appearance, his body covered in sinister tattoos. He seeks to seize power by invoking the aid of the dark god Xavier, the God of Sacrifice. This god is depicted as a demonic, horse-like creature with two horns and a skull for a head.
Future
The future of Velmorgath hangs in the balance. Will the young queen bring peace and equality under the light of Velanira? Or will Ivarr overthrow her, plunging the land into darkness and sacrifice?
Stats
- 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. You can’t raise any of your scores above 20.
- 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.
- 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.
- Languages. Your character can speak, read, and write. Common, the horse language, and the language of your god Xavier are Xavi (if you believe in him) and one other language of your choice.