Centauro - Guildmasters Guide To Ravnica

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CENTAUR

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.

NATURE'S CAVALRY
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 chest-
nut 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 s ize, 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. messen-
gers, outriders, and scouts.

AFFINITY FOR NATURE


Centaurs have an affinity for the natural world. Among of the same gender, keeping a live the memory- and,
the guilds that s hare that affinity, centaurs favor the the centaurs believe, some shard of the s pirit- of the
rubblebelts of the Gruul Clans and the wide plazas of departed. Centaurs don't use fami ly names, but they
the Selesnya Conclave over the undercity tunnels of the wear symbols that represent their family membership.
Golgari and the laboratories of the S imic. These symbols might include graphical re presentations
Centaurs celebrate life and growth, and the birth of of plants or animals. printed mottoes. braids and beads
a foal is a lways cause for festivities. At the same time, worn in the hair and tail. or even specific patterns of
they reve re the traditions of the past, and among both woven fabric.
the Gruul and the Selesnya they are voices of memory Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim,
and history, preserving old ways and keeping alive the Milos h, Ninos, Oleksi, Orval, Radovas, Radom, Rostis,
legends of ancestral heroes. They feel a close kinship Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog
with wild animals, perhaps because of their own horse- Female Names: Daiva. Dunja, Elnaya. Galisnya, lrinya,
like bodies, and delight io the feeling of running along- Kotyali. Lalya. Litisia, Madya, Mira, Nedja, Nikya,
side herds and packs of other beasts. Ostani, Pinya, Rada, Raisya, Stasolya. Tatna, Zhen-
doya, Zoria
CLANS AND COMMUNITY
Centaurs sense the intercon nectedness of the natura l CENTAUR TRAITS
world. Thus, they celebrate family and community as Your centaur character has the following racial traits.
microcosms of that greater connection. Among the These traits are also suitable for the centaurs of other
Gruul, they have a strong clan identity, and Selesnya worlds where there are centaurs of fey origin. T hese
centaurs are fiercely loyal to their individual communi- centaurs are smaller than the non-fey centaurs that
ties as well as the guild as a whole. Their love of history roam in some realms.
and tradition a lso means that centaurs are more likely Ability Score Increase. Your Strength score in-
than most othe r Ravnicans to join the same guild that creases by 2, and your Wisdom score increases by 1.
their parents did. Age. Centaurs mature and age at about the same rate
as humans.
CENTAUR NAMES
Alignment. Centaurs are inclined toward neutrality.
Centaurs' given names are passed down through family
Those who join the Selesnya are more often neutral
lines. The name bestowed on a new foal is typically the
good, while those who join the Gruul are typically cha-
name of the most recently deceased fami ly member
otic neutral.

C:H-\PlERI C:ll-\RACTfRtRh\llO'IO I\
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 ld4 +
your Strength modifier, instead of the bludgeoning dam-
age normal for an unarmed strike.
Equine Build. You count as one size larger when de-
termining 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 you r 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 of your choice: Animal Handling, Medicine, Na-
ture, 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.

GOBLIN
Whether sniveling in fear, cackling with mad laughter,
or snarling in a fury, goblins are wretched and inconse-
quential- at least in the eyes of most of Ravnica's other
folk. ln their own minds, though, they are content to lurk
sionally the Boros (if they discover a well of discipline
in the shadows only until they fully come into their own
and courage within themselves, or find themselves
and receive the recognition they believe they deserve.
They are entitled to some credit for their tenacity, agility, unable to resist the shininess of Boros weapons and ar-
crafty ingenuity, and dumb luck, all of which has en- mor). Many goblins are guildless and make their way as
members of street gangs.
abled them to survive in a world overrun with creatures
larger and more powerful than they are. Sometimes driven by wild mood swings, goblins have
an inclination toward destruction, which can take a play-
SMALL AND WIRY ful form but is often anything but. Some goblins clobber
Standing around 3 feet tall and covered in warty green things, others like to light them on fire, and many love to
or red skin, goblins have huge noses and ears. Their blow things up.
wiry bodies are surprisingly strong. and their mouths Goblins have an outrageous sense of humor, usually
are full of sharp, crooked teeth. expressed through mischievous pranks. The malicious
Most goblins are bald, either by heredity or by choice, among them find pleasure in the misfortune of others
but a few boast shocks of red or black hair. Their arms and tend to cackle maniacally whenever they're amused.
and legs are elongated in proportion to their small bod- They can act with apparent randomness, sometimes just
ies, and their fingers and toes are also long and slender. to confuse and befuddle others.
Many goblins prefer to go unshod to leave their toes ex-
GOBLIN NA MES
posed for climbing.
The Goblin language is fond of certain sounds, and gob-
UNFETTERED EMOT ION lin names tend to repeat those sounds to form what can
Creatures of raw impulse, goblins are found among sound like nonsense words. A goblin's name gives no
guilds that value that quality, particularly the Tzzet indication of gender.
(where they typically serve as attendants for research- Goblin Names: Azzinax. Babolax, Blixanix, Crixizix,
ers), the Gruul (in camps that form hapless buffers Dazzaz, Estrix, Finizix,Juzba, Kaluzax. Lyzaxa,
between the clans and civilized regions), the Rakdos Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil,
(putting their love of explosions to good use), and occa- Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny. Zizzix

lb CllAr I l!R 1 I CHAR \CH R <'REA TIOI-<

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