Order of the Roll - Dungeons and Dragons Centaur - Order of the Roll

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.
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