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2967249-Centaur 2024

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0% found this document useful (0 votes)
22 views3 pages

2967249-Centaur 2024

Uploaded by

Nathan Webb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CENTAUR

Updated for 2024 Edition


Centaur Wild Trooper
Centaurs are powerful, nomadic folk with the upper You are a relentless warrior, trained in charging down
bodies of humanoids and the lower bodies of mighty foes with deadly force.
equines. Deeply connected to the wilds, they move with You gain proficiency with Polearms (weapons with
grace and strength through forests, plains, and rolling both the Heavy and Reach properties).
hills. Many Centaur cultures value freedom, tradition, When you move at least 30 feet straight toward a
and the protection of nature, seeing themselves as target and hit it with a melee weapon attack on the
defenders of the untamed wilds. Their herds, whether same turn, you can use a bonus action to
large or small, are bound by ancient customs that guide immediately make one attack against the target with
their way of life. your hooves, at advantage.
Centaur Traits
Nature Warden Spells
Creature Type: Fey
Size: Medium (6-7 feet tall, 8-9 feet long) Entangle
Speed: 40 ft. Conjuration Level 1 (Druid, Ranger)
Skill Proficiencies: Athletics Action
Suggested Languages: Sylvan Casting Time:
Range: 90 feet
Equine Build Components: V, S
You count as one size larger when determining your Duration: Concentration, up to 1 minute
carrying capacity and the weight you can push, drag, or Grasping plants sprout from the ground in a 20-foot
lift. Additionally, climbing costs you an extra foot of square within range. For the duration, these plants turn
movement for each foot climbed. the ground in the area into Difficult Terrain. They
disappear when the spell ends.
Hooves
Each creature (other than you) in the area when you
Your hooves are natural melee weapons, which you can cast the spell must succeed on a Strength saving throw
use to make unarmed strikes. They deal 1d6 or have the Restrained condition until the spell ends. A
bludgeoning damage and use Strength for the attack Restrained creature can take an Action to make a
and damage rolls. Instead of dealing damage, you can Strength (Athletics) check against your spell save DC.
instead choose to give the target the Prone condition on On a success, it frees itself from the grasping plants and
a hit. is no longer Restrained by them.
Wild Defender Spike Growth
Centaurs take on different roles within their herds Transmutation Level 2 (Druid, Ranger)
based on their instincts and training. Choose one of the Action
following subtypes: Casting Time:
Range: 150 feet
Nature Warden Components: V, S, M (seven thorns)
You serve as a guardian of the natural world, attuned to Duration: Concentration, up to 10 minutes
the land and its magic. The ground in a 20-foot-radius sphere centered on a
You gain proficiency in the Nature skill. Additionally, point within range sprouts hard spikes and thorns. The
At 1st level, you learn Entangle. area becomes Difficult Terrain for the duration.
At 5th level, you learn Spike Growth When a creature moves into or within the area, it
takes 2d4 Piercing damage for every 5 feet it travels.
You always have these spells prepared. You can cast The transformation of the ground is camouflaged to
each of them once without expending a spell slot, and look natural. Any creature that can’t see the area when
you regain the ability to do so when you finish a long the spell is cast must take a Search action and succeed
rest. You can also cast these spells using any spell slots on a Wisdom (Perception or Survival) check against
you have of the appropriate level. When you cast a spell your spell save DC to recognize the terrain as
using this trait, you choose Intelligence, Wisdom, or hazardous before entering it.
Charisma as your spellcasting ability (choose the ability
when you create your Centaur).
CENTAUR

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2025 by Peter Leet and published under the Community Content Agreement
for Dungeon Masters Guild.

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