Humanoid Centaur for Dungeons and Dragons DND
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Description
Race: Centaur
Centaur Racial Characteristics (D&D 5e):
- Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
- Age: Centaurs mature at the same rate as humans but live a bit longer.
- Alignment: Centaurs are typically neutral good, valuing their freedom and the traditions of their clan.
- Size: Your size is Medium. You are as tall as a human, but your equine body makes you occupy a 2x2 square (10 feet) space in combat, though you are considered Medium size in rules.
- Speed: Your base walking speed is 40 feet.
- Equine Base: You are considered a large monster for determining who can ride you. Additionally, any melee attack you make using your hooves is a natural weapon, causing 1d4 bludgeoning damage.
- Centaur Weapon Training: You are proficient with the lance and the pike (Though you wield a hammer in the image, it's common for Centaurs to have proficiency with polearms. A warhammer is either a simple or martial weapon).
- Wildland Adaptation: You are proficient in the Survival skill.
- Language: You can speak, read, and write Common and Sylvan.
Suggested Class: Fighter
Fighter's Strengths with Hammer:
- Weapon Proficiency: Allows you to effectively use your warhammer.
- Hit Points: A good number of hit points for being a front-line tank.
- Fighting Styles: You can choose a style that benefits your hammer, such as "Great Weapon Fighting" if you use a two-handed hammer, or "Protection" or "Dueling" if using a shield.
- Subclasses:
- Battle Master: Would grant you tactical maneuvers to use with your hammer, such as "Disarming Attack" or "Menacing Attack".
- Champion: Simple and effective, focused on critical hits and raw damage.
- Cavalier: If you want to emphasize your charging nature and protecting allies.
Ability Score Distribution (example, using the 4d6 drop lowest method or standard array): Assuming you use the racial bonuses of +2 Strength and +1 Wisdom:
- Strength (STR): Your highest score. Essential for hammer damage and heavy armor. (Ex: 15 + 2 = 17)
- Constitution (CON): Your second highest score. Determines your hit points and resistance. (Ex: 14)
- Wisdom (WIS): Good for your centaur, given the +1 racial bonus. Useful for Perception or Survival. (Ex: 13 + 1 = 14)
- Dexterity (DEX): Not as critical if you use heavy armor, but useful for initiative or certain saving throws. (Ex: 10)
- Charisma (CHA): Unless you want a warrior with leadership skills, this can be your lowest score. (Ex: 8)
- Intelligence (INT): Similar to Charisma. (Ex: 8)
Example of Final Ability Scores (after racial increases):
- Strength: 17
- Constitution: 14
- Wisdom: 14
- Dexterity: 10
- Charisma: 8
- Intelligence: 8
Main Weapon: Warhammer
- Type: Martial melee weapon.
- Damage: 1d8 bludgeoning. If used two-handed, it's Versatile (1d10).
- Properties: Versatile (1d10).
Armor: Heavy armor (Plate if you can afford it or start with it) or Medium armor (Chain Mail).
Skills:
- Racial Proficiency: Survival.
- Fighter Skills: Athletics and Intimidation, or Perception (given your good Wisdom).
Background:
- Soldier: Gives you proficiency in Athletics and Intimidation, and useful equipment.
- Outlander: Matches a centaur's wandering nature and gives proficiency in Athletics and Survival (though you already have it from your race, you can choose another).
With these values, you will have a resilient warrior centaur with good damage potential with its hammer and suitable for melee combat.
License
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