D&D 5E Playable Centaur race! Request for comments!

vej

First Post
I'm starting a new homebrew Faerûn campaign in a few weeks and one of my players has a really strong desire to play a centaur. Fortunately my setting's lore in Faerûn already includes a lot of them. I'm publishing this homebrew race on D&D Beyond soon so hopefully other people besides my player will get to use it. I was quite disappointed with the other homebrew centaur races published on D&D Beyond.

Because some of the published Feats match up well to what a centaur would be capable of, I built this race around including a Feat selection at level 1 from a canned list of 6 feats. There are some big downsides to being a centaur, but hopefully the feat and a few other perks make up for it. The person this was designed for is playing a Druid (Circle of Dreams), but hopefully this race would be suitable for other centaur-themed classes such as Barbarian, Fighter, (Nature) Paladin, (Nature) Cleric, Ranger, (Archfey) Warlock, or Bard.

Do you all think this is well balanced enough, and can anyone think of other implications I overlooked that should affect a centaur? I'm open to ideas for new perks too since I feel it may be a little weak for melee types.



Centaur

Descended from the fey inhabitants of the Feywild, centaurs are large, fearsome creatures with the lower-body of a powerful horse and a humanoid upper-body and mind. They are almost entirely nomadic, traveling great distances in a season. Within their communities they speak a dialect of Sylvan, but they have learned Common and Elvish through their love of bardic ballads and epic poetry in those languages collected throughout their herds' far-flung journeys across the face of Faerûn.

Centaurs are generally neutral good, and may tolerate peaceful interactions with other non-evil folk, but a threatened heard is a dangerous force of nature: keen with bows, spears, druidic magic, and an ability to easily outrun most other creatures, an armored centaur herd can rival the militaries of man.


For a centaur, leaving a herd means abandoning the security of one's clan and the centaur way of life. Such a sacrifice would be one the most difficult decisions a centaur could make. Amongst bipedal races, centaurs can sometimes be treated as non-persons, something very insulting to the innate dignity every centaur easily finds in their strong connection with nature.


Centaur Traits

Your centaur character has the following racial traits.

Big Target

Because centaurs are so large, they are hard to miss. You have a permanent -2 penalty to AC.

Centaur Feat

You gain one feat of your choice from the following options: Charger, Durable, Polearm Master, Sharpshooter, or Tough.

Clumsy Athletes

Because of their horse-like features, centaurs are not as nimble as a bipedal race, but they have the muscular conditioning to rival giant-kin. You have disadvantage on all Acrobatics checks but you are proficient in the Athletics skill.

Conspicuousness

Due to your size, it is difficult for you to remain unseen. You have disadvantage on all Stealth checks that rely on sight. While maneuvering stealthily, your movement speed is equal to that of a human moving stealthily.

Equine Limitations

Centaurs cannot climb anything a horse could not such as a ladder, rope, or brick wall. Normal doorways are not designed for horses, but may be passable with much effort and commotion, per the DM's discretion. Your swim speed is 10 feet, however with heavier armor you may sink and be able to walk on the bottom at your swim speed. With lighter armor or none at all, you have neutral buoyancy but swimming vertically is more difficult. Small boats cannot support you. You may cause significant damage to weaker things you walk upon, such as a narrow dilapidated wooden bridge.

Indignant Mounts

Centaurs can perform logical functions of a horse, such as serving as a mount or pulling a cart, however traditional centaur culture would consider this embarrassing except under special circumstances. You may be mounted by a Medium or smaller creature.

Ability Score Increase

Your Constitution score increases by 2 and your Strength score increases by 2.

Age

As creatures related to the fey, centaurs have long lifespans. A centaur reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment

As people who follow the rhythm of nature and see themselves as its caretakers, centaurs are typically neutral good. Evil centaurs are rare and are usually the sworn enemies of the rest of their kind.

Armor Compatibility

Centaurs can wear armor designed for a horse with modification performed by a blacksmith. Any starting equipment has already had such modifications made or was initially designed for centaurs by the cultural craftsmen of a herd.
Centaurs cannot, however, wear lower-body armor designed for bipedal races. To calculate AC from armor, halve the AC for worn human-compatible armor and add it to the halved AC for worn horse-compatible armor (don't round until after adding the numbers together, then round down). Magical human-compatible lower body armor (such as boots) cannot resize to fit a centaur.

Donning armor without help takes 10 minutes and doffing takes 5 minutes. With help, normal times for the armor type apply.

Centaur Weapon Training

You are proficient with the shortbow, longbow, spear, glaive, lance, pike, and halberd.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages

You can speak, read, and write Common, Sylvan, and Elvish.

Size

Centaurs are between 7 and 9 feet tall and weigh between 1,800 and 2,600 pounds. Your size is Large.

Speech of Beast and Leaf

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Speed

Your base walking speed is 50 feet. When traveling long distances in a day, you can move at the same speed as a humanoid on horseback, unless you are moving stealthily, in which case the standard long distance humanoid stealth movement speed applies.
 

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I like it a lot. Here is some feedback:


First, do these guys wield normal medium-size weapons? I assume they do, because their traits don't say otherwise, and because wielding large weapons with double damage dice is insanely overpowered and surely nobody would suggest such a thing.

Big Target
I don't like this. In 5e, size is not directly correlated to AC. Material hardness (e.g. armor) has more impact on AC than size. I also think it's not important for game balance.

Centaur Feat
I don't like this either. I can understand why you did it, but feats are an optional subsystem and so it's poor form to include them in class traits.

It also seems very unnecessary. You don't see other races getting bonus feats. I get why you would want to give them the Charger feat for free, but I think a better approach is to create some centaur-specific feats they can take (in addition to feats like Charger or Sharpshooter or whatever, if that's what the player wants for their concept).

Clumsy Athletes
I like this, because of how straightforward it is, but I might incorporate the "clumsy" part into Equine Limitations.

Conspicuousness
I like the disadvantage here, but not the speed reduction; that seems too fiddly. I'd probably make this part of Equine Limitations too.

Equine Limitations
I'm not sure the swim speed reduction is appropriate. Are horses actually slow swimmers? Horses are very capable swimmers; I don't know how fast they go, but I'm guessing it's not super slow. At worst, I would reduce to 15 feet, same as a human.

I'd leave out the part about doorways: normal squeezing rules should cover that. Likewise, the bit about collapsing bridges seems like it should be a trait of the bridge to say how much weight it can support. And I'd drop the fiddly bits about armor and sinking; it's usually just not worth worrying about. These are heroic, strong centaurs who can swim in plate armor, dang it!

I do like how you give examples of things horses can't traverse, like climbing ladders and ropes. If you're going to mention collapsing bridges, that is the time to do it. I'd mention balance-beams, too, since that seems like a horse weak spot.

Indignant Mounts
I am not sure that this even needs to be stated. The normal rules for riding should cover this. Reduce your word count.

Ability Score Increase
Seems fine to me, and appropriate to a centaur.

Age
Wow! I did not know they lived for so long. Makes kinda sense, though. If it were me, I'd probably reduce it to 200 or 300 years or so, but I'm really not sure how long centaurs live in Faerûn.

Alignment
Sure, seems reasonable. Based on mythology, I always pictured centaurs leaning chaotic, but whatevs; the Monster Manual has them at neutral good, and your explanation makes sense.

Armor Compatibility
WAY too fiddly. I'd reduce this to "Armor sized for a centaur costs twice as much as normal. Magic armor must be resized before it fits on a centaur, for a cost equal to the base cost of a non-magical armor of the same type." or something similar. I might include this under Equine Limitations instead of making it it's own thing.

Centaur Weapon Training
Too many weapons. I think I'd limit to shortbow, longbow, spear, and pike. Really, you don't need centaurs running around with slashing polearms -- those are weapons of war. Centaurs are hunters who use their weapons to kill boars and stuff.

Fey Ancestry
Seems fine, although I'm not sure every single fey-related creature needs this. For example, I don't think gnomes have it, and they're kinda feyish, right? The Monster Manual version lacks this, too.

Languages
Sure, that seems appropriate. Sylvan is pretty niche.

Size
Yup.

Speech of Beast and Leaf
Huh. I never really thought of centaurs this way. It seems pretty unnecessary. Maybe make it a feat centaurs can take or something. It's not especially powerful so if it's important to your particular variation of Faerûn it should be fine.

Speed
I like this. I especially like how you cover overland travel.

Hooves
I'd let the centaur make unarmed attacks with his hooves for 1d6 damage. The Monster Manual has it at 2d6 but that's MUCH too strong. A 1d6 natural attack is pretty safe because every single character class has proficiency with the quarterstaff (basically a STICK that deals 1d6 damage). A centaur feat could increase this to 2d6 and also give them a variation on the "Charge" ability from the Monster Manual for players who are interested in that sort of thing.
 


Change Armor Compatibility to just Armor cost x2 or x3.
Ability increase You have a +4 to stats, I thought the normal is a max of +3 on non-human races.
Equine limitations. Drop all on the swimming. Use the regular rules on swimming. The Large size and weight removes the boat thing. In fact just keep this… Centaurs cannot climb anything a horse could not such as a ladder, rope, or brick wall… Or change to Disadvantage on ladder etc.
Speed no problem or bring down to warhorse.
Conspicuousness Movement speed should be normal stealth rules.
 


The more I think about it, the more I think I would NOT give them any disadvantage on Stealth. It's already a side-effect of being large -- when you are large, it's harder to find objects big enough to obscure you. This is already a limitation of ogres, owlbears, etc., and I don't see centaurs as being particularly un-Stealthy. In fact, a centaur hunter hiding behind a suitably large shrubbery, taking aim at his prey, seems like a pretty classic image to me.
 

Ability increase You have a +4 to stats, I thought the normal is a max of +3 on non-human races.

+3 is normal, but half-eves net +4, and mountain dwarves net +4 with the exact same stats as this race (+2 Str, +2 Con).

Considering all the centaur's limitations, I think this is fair. If you assume that the -2 AC cancels the feat selection, then the race is left with 50 feet of movement, and a big pile of problems. They are like grounded Aaracokra, but worse because they can't even climb things. So a net +4 bonus seems appropriate to me.
 

+3 is normal, but half-eves net +4, and mountain dwarves net +4 with the exact same stats as this race (+2 Str, +2 Con).

Considering all the centaur's limitations, I think this is fair. If you assume that the -2 AC cancels the feat selection, then the race is left with 50 feet of movement, and a big pile of problems. They are like grounded Aaracokra, but worse because they can't even climb things. So a net +4 bonus seems appropriate to me.
You horseyness I with draw my objection. Good reply. Some ale will be in your oats tonight.
 

I'm not sure what the goal is here. I see a listing of serious and severe limitations and disadvantages.

An enchantment magic save bonus (and magic can't put you to sleep<eyeroll>), an extra Feat which, as noted, are an optional subsystem and should not be used as built-in racial traits, and talking to (which is really just "talking AT") beasts and plants(?)...but, even that, is limited/disadvantaged because they can't be understood [whether or not they're] speaking back...oh yeah, and you get Athletics, which I guess is to be viewed as a benefit (a "bonus" skill).

On the other hand, we have a permanent AC penalty?! On top of that, only HALF AC bonus from any armor worn. Always disadvantaged Stealth and Acrobatics. A bizarre docked swim speed. Can't climb normally or cross surfaces/structures that can't sustain their substantial weight -which, while making sense, is still a substantial limitation/restriction for adventuring/exploring that can't be ignored.

What is really the goal here?
 
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Thanks for the thorough review! I'll include some replies to each below.

First, do these guys wield normal medium-size weapons? I assume they do, because their traits don't say otherwise, and because wielding large weapons with double damage dice is insanely overpowered and surely nobody would suggest such a thing.

I hadn't considered this, thanks! I'll mention this in Centaur Weapon Training.

Big Target
I don't like this. In 5e, size is not directly correlated to AC. Material hardness (e.g. armor) has more impact on AC than size. I also think it's not important for game balance.

Yes, this was the hardest tradeoff to commit to. As I mentioned in the OP, I do worry it may scare folks away from using this race as a melee class. AC is one of those abstract, composite numbers like HP that a lot of factors play into, including size -- size may not be "directly" correlated to AC, but it is correlated, albeit very subjectively. I may take this limitation out altogether because perhaps the feat alone justifies all the other downsides. Speaking of which...

Centaur Feat
I don't like this either. I can understand why you did it, but feats are an optional subsystem and so it's poor form to include them in class traits.

It also seems very unnecessary. You don't see other races getting bonus feats. I get why you would want to give them the Charger feat for free, but I think a better approach is to create some centaur-specific feats they can take (in addition to feats like Charger or Sharpshooter or whatever, if that's what the player wants for their concept).

I fully realize that this feat selection is going to be the most controversial part of this race, but I still feel like it's a great idea. Yes, only the human variant gets bonus feats, but what's to say there couldn't be a homebrew tiefling variant that got a bonus feat for some reasonable tradeoff? Feats IMO are in fact an option for races in general, if they're balanced. The feat is also limited to small list of them, so it's not even as beneficial as the human variant, making it a bit less of a balancing concern.

I think the feat helps the player get more excited about creating a bestial race like this since the the player can really solidify the character's raw bestial power through this special ability. For example, an archer centaur Fighter with Sharpshooter would really live up to the legendary marksmanship abilities of centaur, or a Barbarian centaur with Polearm Master, raging as they closed the distance, would be absolutely terrifying. My Druid player is actually going to pick Tough, so his centaur is going to have a huge sack of HP, which I think is also quite appropriate for a centaur of nature: it knows the magic, but this druid is built like a tank.

Clumsy Athletes
I like this, because of how straightforward it is, but I might incorporate the "clumsy" part into Equine Limitations.

I did think of this, and of making two separate traits for each skill. Although I'm going to trim down Equine Limitations a little, I still like it being an inspirational reference describing the daily hardships a horse-like person would face without adding verbiage about skills. I combined the two into one trait to emphasize there's a trade-off being made, which I think makes it easier to remember and understand.

Conspicuousness
I like the disadvantage here, but not the speed reduction; that seems too fiddly. I'd probably make this part of Equine Limitations too.

I'll just remove the speed reduction part. I agree it's probably just unnecessary bulk. Thanks!

Equine Limitations
I'm not sure the swim speed reduction is appropriate. Are horses actually slow swimmers? Horses are very capable swimmers; I don't know how fast they go, but I'm guessing it's not super slow. At worst, I would reduce to 15 feet, same as a human.

I'd leave out the part about doorways: normal squeezing rules should cover that. Likewise, the bit about collapsing bridges seems like it should be a trait of the bridge to say how much weight it can support. And I'd drop the fiddly bits about armor and sinking; it's usually just not worth worrying about. These are heroic, strong centaurs who can swim in plate armor, dang it!

I do like how you give examples of things horses can't traverse, like climbing ladders and ropes. If you're going to mention collapsing bridges, that is the time to do it. I'd mention balance-beams, too, since that seems like a horse weak spot.

I'll remove all the complexity about swimming and just say the swim speed is 15 feet. I suspect a human with good form could probably outswim a horse IRL, but I don't have anything to base that on.

I'm not familiar with the "normal squeezing rules" you're referring to, but if I don't know about it, I suspect other DMs and players might not know about it either. Even if there is slight redundancy with RAW, I think saying something about this challenge is expected of a centaur race description and it very well may be the case that DMs simply don't let centaurs through normal doors, justifiably so (and therefore could use this trait in their justification). Imagine trying to navigate a large building with normal doors to every room -- if the 9' Large centaur can just pass through them all without issue, it would seem a little broken. The centaur should think carefully about each door he/she goes through, and should expect an innkeeper to have a major "WTF?!" reaction.

Indignant Mounts
I am not sure that this even needs to be stated. The normal rules for riding should cover this. Reduce your word count.

Normal rules for "centaur riding"? I do think it should be explained, and it's important to limit it to Medium or smaller. About the "embarrassment" details: it's almost cliché that centaurs do not like to be ridden. They shouldn't have the limitation removed, but it should always be roleplayed at least once: "You want to ride me?? I AM NOT YOUR HORSE!!" This is another instance where I want the race description to help explain what should be expected of a centaur.

Age
Wow! I did not know they lived for so long. Makes kinda sense, though. If it were me, I'd probably reduce it to 200 or 300 years or so, but I'm really not sure how long centaurs live in Faerûn.

The direct reference for this is Firbolg, who also have Fey Ancestry. It may be the case that some die of old age after 300 years, but I noticed the wording is "the oldest of them can live for 500 years". It seems shocking to me that the wood elf hanging out in a tree might be 700 years old, but that's what Fey blood gives you. In a way, living only 500 years could be seen as nerf if you accept elves as the baseline comparison. If Firbolg have it, I think centaurs probably should too, and ultimately it doesn't much matter.

I should also add that the MM centaurs are "monstrosities," not "fey". This is controversial, especially since official descriptions of the Feywild say that centaurs live there. It's a minor quibble but I think this reclassification should be made in worlds that feature centaurs and the Feywild prominently.

Alignment
Sure, seems reasonable. Based on mythology, I always pictured centaurs leaning chaotic, but whatevs; the Monster Manual has them at neutral good, and your explanation makes sense.

Yeah, I simply used what was in the MM. My player's centaur is chaotic neutral which I think is perfectly fine.

Armor Compatibility
WAY too fiddly. I'd reduce this to "Armor sized for a centaur costs twice as much as normal. Magic armor must be resized before it fits on a centaur, for a cost equal to the base cost of a non-magical armor of the same type." or something similar. I might include this under Equine Limitations instead of making it it's own thing.

I like the doubling (or maybe 50% increase) of the cost of armor. I wanted to preclude centaurs from being able to wear two sets of magical boots with four legs, but I also think it's silly to imagine Boots of Elvenkind reshaping into pancake-like Horseshoes of Elvenkind or becoming some unheard of horse-boot that's the size of a watermelon and wraps around the hoof up to the first joint. Centaurs can have magical lower body stuff, but it should probably originate from other centaurs or be custom crafted/enchanted.

Armor is one of the trickiest things to deal with for a centaur, but I think my formula is fair and it should only have to be calculated a few times a campaign. Consider this: you're a fighter centaur with full plate armor, but you later obtain Dragon Scale Mail. It's strange to imagine the Dragon Scale Mail resizing to become barding, but it's easy to imagine the humanoid upper body donning it. So the centaur has plate armor over half its body, and magical scale mail over the other half. D&D 5e wasn't designed to allow this, but I think my formula makes up for it fairly. The 18 AC from the plate and (max) 16 from the scale mail would become 9+8=17, so a happy and logical medium. I realize now I should have mentioned that magical armor bonuses (e.g. Dragon Scale Armor is +1) should be added to the final total. Yes, this is a calculation that will have to be done, but I don't think it's beyond what is reasonably expected from a creature essentially wearing two potentially very different sets of armor. As a DM who'll be running a game with this race, I don't think this would ever give me a problem.

Centaur Weapon Training
Too many weapons. I think I'd limit to shortbow, longbow, spear, and pike. Really, you don't need centaurs running around with slashing polearms -- those are weapons of war. Centaurs are hunters who use their weapons to kill boars and stuff.

The weapon shown in the 5e MM image of centaur is a glaive, which is a slashing weapon. I don't agree that centaurs just kill wild animals: they kill ogres, trolls, gnolls, humans, etc.

I agree it seems like a lot, but I wanted to grant proficiency in everything Polearm Master could use, and I want playing a centaur to feel like you're a player on a mount. Lance isn't used by Polearm Master, but it's such a weird and rare weapon that maybe a centaur PC would be a rare case when the weapon actually had some playtime in a real game, and that novelty factor could make playing the race more memorable. I'd disagree that having "too many" in this list would be a bad thing in any way, nor should it affect balance very much beyond what's intended.

Fey Ancestry
Seems fine, although I'm not sure every single fey-related creature needs this. For example, I don't think gnomes have it, and they're kinda feyish, right? The Monster Manual version lacks this, too.

Forest gnomes did originally come from the Feywild too, supposedly. As I mentioned before, my inspiration for this is the Firbolg. The part about not being put magically to sleep I thought was an interesting and subtle reference to one of the centaurs' closest friends: the satyr. Satyrs should know you can't pull those tricks on a centaur. :)

Languages
Sure, that seems appropriate. Sylvan is pretty niche.

Sylvan isn't niche in my setting! :)

Speech of Beast and Leaf
Huh. I never really thought of centaurs this way. It seems pretty unnecessary. Maybe make it a feat centaurs can take or something. It's not especially powerful so if it's important to your particular variation of Faerûn it should be fine.

This was taken verbatim from Firbolg, but I think it perfectly fits a centaur. Shouldn't affect balance much but it could lead to some interesting roleplay moments for your party member who is a wild sylvan fey creature.

Hooves
I'd let the centaur make unarmed attacks with his hooves for 1d6 damage. The Monster Manual has it at 2d6 but that's MUCH too strong. A 1d6 natural attack is pretty safe because every single character class has proficiency with the quarterstaff (basically a STICK that deals 1d6 damage). A centaur feat could increase this to 2d6 and also give them a variation on the "Charge" ability from the Monster Manual for players who are interested in that sort of thing.

I'll add some kind of strike option, thanks! Need to do some research and ruminate on it a bit.

Again, thanks for all your input! Much appreciated. Apologies if I didn't agree with everything you said, but I've been thinking about this race for a long time now and I didn't spend much effort trying to explain everything beforehand in my preamble.
 

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