```metadata
title: 'VGTV | Playable Species: Vleuric Centaur'
description: ''
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
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```
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:::::::::::::::::::::::::::::::::::::::::::::::::
## Centaur (Variant)
{{species
I've always found centaurs to be thoroughly interesting beings- their anatomy, for a start. Do both halves have their own sets of organs? And would that mean they have two hearts? Do they have two ribcages? If a centaur gets polymorphed into a human, would they still know how to walk? The list of questions I have about their inner workings only grows larger, rather than smaller, every time I get to be so lucky to speak with one of those magnificent creatures.
}}
{{signature
--Valka Valkanen
}}
:
'Centaur' is the overarching term for three different subspecies of quadrupedal humanoids whose upper body is akin to that of other humanoids, but whose lower half closely resembles that of quadrupedal grazing herbivores, such as horses.
\column
::::::::::::::::::::::::::::::::
#### Facial Features
The obvious quadrupedal features of a centaur aside, they have a few key distinguishing facial features that set them apart from other humanoids such as dwarves, elves and humans. For example, a centaur's ears have the same shape as a horse's, and are covered in the same fur as their lower body. Their ears can rotate- independently even- and aids a centaur in locating sounds. They are also deeply expressive, and are an easy tell to a centaur's emotions.
Centaurs' noses are much flatter than the angular noses of humans, and are often a slightly darker skin tone than the rest of their face. Their nose bridges are broader, and centaurs have a much more expressed nasal bridge, giving centaurs a very pronounced facial structure.
#### Nomadic Herds
Centaurs live in nomadic tribes, called 'herds', consisting of up to a hundred centaurs at a time. These herds migrate twice a year between a summer and a winter pasture, some herds travelling up to a hundred miles to do so.
#### Natural-born Storytellers
Centaur culture focuses primarily relies on oration for information and tales to be passed down. Chief amongst a herd elder's duties is the telling of stories to centaur children, ensuring they grow up with the information necessary to keep their herd and themselves thriving. Rarely, if ever, are stories written down on paper or parchment.
\page
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{{note
##### A Centaur Walks Into A Tavern
Uncommon to human settlements, buildings & their interiors are seldomly suited to accomodate centaurs. Tavernkeeps might haphazardly try to create some semblance of comfort for a centaur patron by throwing a few pillows on the floor, or move tables & benches around to create room for them.
}}
#### Centaur Names
Names are highly important to centaurs, as they believe a name can tell you a lot about someone. As such, centaur children are given a child name until adulthood, after which they go through a naming ceremony, at the end of which they are given a name befitting of their achievements in life up until that point. Additionally, every centaur bears a herd name.
**Child Names**: Anklebiter, Dreamer, Hoarder, Manenibbler, Scamber, Shelfclimber, Spoonmuncher, Staffsnapper, Tailgnawer
**Adult Names**: Aenlef, Armud, Aldhuuf, Biennr, Bolverk, Frø, Gaest, Geirdrik, Gjurd, Grimbbi, Hafhil, Halle, Hraepp, Iorthr, Kætil, Orrin, Ozur, Sæbbi, Sævil, Spjut, Stjenbitr, Stuf, Sviinulf, Trand, Turid
**Herd Names**: Boulderhold, Dawngrazer, Pinereign, Proudhoof, Raindancer, Ridgechaser, Snowhoof, Stormdancer, Summerpass, Sunmane, Valleyroamer, Wintercaller
### Centaur Traits
**Creature Type**: Fey
**Size**: Medium (about 6-8 feet tall, depending on ancestry)
**Speed**: 30 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, you can immediately follow that attack with a Bonus Action, making one attack against the target with your hooves.
\column
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#### 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 normal Bludgeoning damage for an Unarmed Strike.
#### Lineage
You are part of a long lineage of centaurs whose bodies have adapted to the environment their communities can be found in. Choose between Grasslands, Woodlands, and Mountains; each option grants abilities unique to that lineage.
### Centaur Lineages
Centaurs can be divided in three distinct lineages:
#### Grasslands
Grassland centaurs are by far the most common and social of the three lineages. Primarily found in the Glasram and Morningside holds, grassland centaurs call the great plains of Vleurland home. Their lower halves are almost identical to
that of horses, and they are larger and faster than their counterparts. These centaurs do not shy away from contact with humans and sometimes even trade with them.
The grasslands lineage grants you the following benefits:
**Equine Build**. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, your equine back is strong enough to support one Medium or smaller creature riding on it. You continue to act independently if a creature does so, not as a controlled mount.
**Gallop**. You have proficiency in the Athletics skill. Your Speed increases by 10 feet.
**Bad Climber**. 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.
\page
#### Mountains
The smallest of the three lineages, mountain centaurs have a goat-like lower half that allows them to climb on seemingly impossible surfaces. Mountain centaurs sport a stout build, their lower half covered in thick, long fur, and their stocky human half is far hairier than the other lineages, allowing them to more easily withstand the cold heights of the Sun- and Mooncrest. Mountain centaurs grow horns on the side of their head which continue to grow over the course of their lives- the size of these horns determines a mountain centaur's social standing within their herd. As such, great care is put into maintaining them.
The mountains lineage grants you the following benefits:
**Caprine Build**. You have proficiency in the Acrobatics skill. Your specialized hooves allow you to expertly navigate the steepest of cliffs. You gain a Climb Speed equal to your Walking Speed.
**Stout**. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, when an effect tries to move you against your will, you can use your Reaction to roll a d4. On a 3 or higher, you remain stationary. You can't use this reaction if you're prone.
**Ram**. When you hit a creature with your hooves as per the centaur's Charge feature, you can use both the Damage and Shove option.
You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a Long Rest.
\column
#### Woodlands
Far more elusive than their grassland counterparts, woodland centaurs use their sharp senses to steer clear of danger before it can rear its ugly head. Native to the eldest of Vleurland's forests, woodland centaurs' lower halves are identical to that of deer, sporting a more delicate but nimbler build than the other lineages. Woodland centaurs grow imposing antlers, which they shed once a year around spring.
The woodlands lineage grants you the following benefits:
**Cervine Build**. As a Bonus Action, you can jump a number of feet equal to five times your Proficiency Bonus, without provoking Opportunity Attacks. You can use this trait only if you aren't Grappled, Restrained or Prone.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
**Keen Senses**. You have proficiency in the Perception skill. You gain a bonus to your Passive Perception equal to your Proficiency Bonus.
**Bad Climber**. 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.
{{wide,credits
## CREDITS
**Centaur:** [Centaur by thesunfalls](thesunfalls)
**Backdrop Page 1:** [Unused by Joe Madureira](https://www.artstation.com/joemadx)
**Backdrop Page 2:** [Homecoming by Darek Zabrocki](https://www.artstation.com/artwork/L3d9l)
**Backdrop Page 3:** [Orange Castle by Markus Harma](https://www.artstation.com/artwork/oJ02q)
**Saddle:** [AC Valhalla Horses by Datsumoto Satanawa](https://www.artstation.com/artwork/B1R1Yz)
**Gear:** [Oseran Tribe Prop Concepts by Li Plokker](https://lychee.artstation.com/projects/3qxYPD)
:
The contents of this document is unofficial Fan
Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of
the materials used
are property of Wizards of
the Coast.
**©Wizards of the Coast LLC.**
:
**Created by The Goosequill.** You can find this,
and more
new 5e content, at
[https://www.reddit.com/user/TheGooseQuill](https://www.reddit.com/user/TheGooseQuill) &
[https://www.thegoosequill.com/](https://www.thegoosequill.com/)
}}
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