Centaur (GGR)

In the sprawling city of Ravnica, where "open road" seems like a contradiction and "open plain" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run-in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.

Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration - from various s hades of chestnut or bay to dappled or even zebra like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough. spiky styles.

The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall al the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors. messengers, outriders, and scouts.

- Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

- Age. Centaurs mature and age at about the same rate as humans.

- Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.

- Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

- Speed. Your base walking speed is 40 feet.

- Fey. Your creature type is fey, rather than humanoid.

- 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.

- Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

- 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.

- Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

- Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.

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