Centaurs have 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.
Your centaur character has the following traits.
Health. Your health increases by 10.
Age. Centaurs reach physical maturity at about the same age as humans and can live to be 150 years old.
Size. Centaurs stand between 180 centimeters and 2 meters tall with their equine bodies reaching about 120 centimeters at the withers. Your size is Large. However you can only wield medium sized weapons and your upper body armor is that of a medium sized creature.
Speed. Your base walking speed is 7 meters.
Monstrosity. Your creature type is monstrosity, rather than humanoid.
Upbringing. You have learned to commune with the natural world or you have trained for battle. Choose Natural Magic or Trampling Charge:
Natural Magic. You know one cantrip from the Primal power source. When you reach 3rd level, choose two spells that cost 1 mana from the Primal power source. You know the spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.
At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.
Trampling Charge. You know the trampling charge maneuver. You can use it without expending stamina. You regain the ability to use it with this trait when you finish a long rest.
At 5th level you regain the ability to use this maneuver with this trait when you finish a short or long rest. At 9th level your maneuver is enhanced to 2 stamina, at 13th level your maneuver is enhanced to 3 stamina, and at 17th level your maneuver is enhanced to 4 stamina.
Hooves. Your hooves are natural weapons, which you can use to make unarmed strikes that you are proficient with. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength, instead of the bludgeoning damage normal for an unarmed strike.
At 9th level, your hooves become more deadly; the damage increases to 1d6 + your Strength.
Equine Build. Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, the distance you move is halved.