TEXT: ©2018 Wizards of the Coast LLC 
  1 
  Unearthed	Arcana:	
  Centaurs	and	Minotaurs	
  This	document	presents	the	centaur,	a	new	
  playtest	option	for	when	you	choose	your	
  character’s	race.	We’ve	also	included	a	revised	
  version	of	the	minotaur’s	traits,	which	appeared	
  in	a	previous	installment	of	Unearthed	Arcana.	
  This Is Playtest Content 
  The material here is presented for playtesting and to 
  spark your imagination. These game mechanics are in 
  draft form, usable in your campaign but not refined by 
  final game design and editing. They aren’t officially part 
  of the game and aren’t permitted in D&D Adventurers 
  League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Centaur	
  Roamers	at	heart,	centaurs	love	open	spaces	and	
  the	freedom	to	travel.	As	much	as	they	can,	
  centaurs	run.	They	race	the	wind,	hooves	
  thundering	and	tails	streaming	behind	them.	
  Nature’s	Cavalry	
  Centaurs	have	humanoid	upper	bodies,	
  displaying	all	the	human	variety	of	skin	tones	
  and	features.	In	size,	they	are	comparable	to	a	
  human	rider	mounted	on	a	horse,	and	they	fill	
  similar	roles—as	cavalry,	messengers,	outriders,	
  and	scouts.	
  	 Centaurs’	ears	are	slightly	pointed,	but	their	
  faces	are	more	wide	and	square	than	those	of	
  elves.	Below	the	waist,	they	have	the	bodies	of	
  horses,	with	coats	tending	toward	brown	shades	
  (chestnut	or	bay)	and	darker	tails.	
  	
  Nature	and	Community	
  Centaurs	have	a	strong	sense	of	the	
  interconnectedness	of	the	natural	world,	and	
  they	celebrate	family	and	community	as	
  microcosms	of	that	greater	connection.	
  	 The	birth	of	a	foal	is	always	cause	for	
  festivities.	At	the	same	time,	centaurs	revere	the	
  traditions	of	the	past,	preserving	old	ways	and	
  keeping	alive	the	legends	of	ancestral	heroes.	
  They	feel	a	close	kinship	with	wild	animals,	
  perhaps	because	of	their	own	hybrid	nature,	and	
  delight	in	the	feeling	of	running	alongside	herds	
  and	packs	of	beasts.	
  Centaur	Names	
  Centaurs’	given	names	are	passed	down	through	
  family	lines.	The	name	given	to	a	new	foal	is	
  typically	the	name	of	the	most	recently	deceased	
  family	member	of	the	same	gender,	keeping	alive	
  the	memory—and,	the	centaurs	believe,	some	
  shard	of	the	spirit—of	the	departed.	
  	 Centaurs	rarely	use	family	names,	but	wear	
  symbols	that	represent	their	family	membership.	
  These	symbols	might	include	graphical	
  representations	of	plants	or	animals,	printed	
  mottos,	braids	and	beads	worn	in	the	hair	and	
  tail,	or	even	specific	patterns	of	woven	fabric.	
  Centaur	Traits	
  The	following	traits	are	shared	by	player	
  characters	who	are	centaurs.	
  	 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.	
  	 Size.	Your	size	is	Medium,	yet	you	tower	over	
  most	other	humanoids.	
  	 Speed.	Your	base	walking	speed	is	40	feet.	 	
  	 Charge.	If	you	move	at	least	20	feet	straight	
  toward	a	target	and	then	hit	it	with	a	melee	
  weapon	attack	on	the	same	turn,	roll	the	
  weapon’s	damage	dice	twice	and	add	them	
  together.	Once	you	use	this	ability,	you	can’t	use	
  it	again	until	you	finish	a	short	or	long	rest.	
  
  ©2018 Wizards of the Coast LLC 
  2 
  	 Hooves.	Your	hooves	are	natural	melee	
  weapons,	with	which	you’re	proficient.	If	you	hit	
  with	a	hoof,	the	target	takes	bludgeoning	
  damage	equal	to	1d6	+	your	Strength	modifier.	
  	 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	
  hooves.	When	you	make	such	a	climb,	each	foot	
  of	movement	costs	you	4	extra	feet,	instead	of	
  the	normal	1	extra	foot.	
  	 Finally,	a	Medium	or	smaller	creature	can	ride	
  on	your	equine	back	if	you	allow	it.	In	such	a	
  situation,	you	continue	to	act	independently,	not	
  as	a	controlled	mount.	
  	 Survivor.	You	have	proficiency	in	the	Survival	
  skill.	
  	 Hybrid	Nature.	You	have	two	creature	types:	
  humanoid	and	monstrosity.	You	can	be	affected	
  by	a	game	effect	if	it	works	on	either	of	your	
  creature	types.	
  	 Languages.	You	can	speak,	read,	and	write	
  Common	and	Sylvan.	
  Minotaur	
  In	2015,	minotaurs	appeared	as	a	playtest	option	
  in	Unearthed	Arcana.	Here	is	a	revised	set	of	
  traits	for	minotaur	player	characters.	These	
  traits	are	suitable	for	minotaurs	on	Krynn	and	in	
  other	D&D	worlds	where	these	people	have	
  avoided	the	demonic	influence	of	Baphomet.	
  Minotaur	Traits	
  The	following	traits	are	shared	by	player	
  characters	who	are	minotaurs.	
  	 Ability	Score	Increase.	Your	Strength	score	
  increases	by	2,	and	your	Constitution	score	
  increases	by	1.	
  	 Alignment.	Most	minotaurs	lean	toward	
  lawful	alignments.	
  	 Size.	Minotaurs	average	over	6	feet	in	height,	
  and	they	have	strong,	stocky	builds.	Your	size	is	
  Medium.	
  	 Speed.	Your	base	walking	speed	is	30	feet.	
  	 Horns.	Your	horns	are	natural	melee	weapons,	
  with	which	you’re	proficient.	When	you	hit	with	
  them,	the	target	takes	piercing	damage	equal	to	
  1d6	+	your	Strength	modifier.	
  	 Goring	Rush.	Immediately	after	you	use	the	
  Dash	action	on	your	turn	and	move	at	least	as	far	
  as	your	speed,	you	can	make	one	melee	attack	
  with	your	horns	as	a	bonus	action.		
  	 Hammering	Horns.	Immediately	after	you	hit	
  a	creature	with	a	melee	attack	as	part	of	the	
  Attack	action	on	your	turn,	you	can	attempt	to	
  shove	that	creature	with	your	horns	using	your	
  reaction.	The	creature	must	be	no	more	than	one	
  size	larger	than	you	and	within	5	feet	of	you.	It	
  must	make	a	Strength	saving	throw	against	a	DC	
  equal	to	8	+	your	proficiency	bonus	+	your	
  Strength	modifier.	If	it	fails,	you	push	it	up	to	5	
  feet	away	from	you.	
  	 Menacing.	You	have	proficiency	in	the	
  Intimidation	skill.	
  	 Hybrid	Nature.	You	have	two	creature	types:	
  humanoid	and	monstrosity.	You	can	be	affected	
  by	a	game	effect	if	it	works	on	either	of	your	
  creature	types.	
  	 Languages.	You	can	speak,	read,	and	write	
  Common	and	Minotaur.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA50 - Centaurs and Minotaurs.pdf