Centaurs, the graceful and mighty warriors of Crusaders, are a noble subrace of Taurenar, bearing the striking fusion of human and horse. Legend whispers of their origin, born from a union of forest spirits and majestic steeds, destined to become the guardians of the Labyrinth.
Inextricably linked to the land they tread, Centaurs forge an unbreakable bond with the sprawling Labyrinth, finding solace and strength in its enchanted groves and ancient trees.
Throughout history, Centaurs have embraced their sacred duty to protect the realm from malevolent forces, particularly the wicked Goblins and their enigmatic king. Their sworn mission is to safeguard the realm's most precious treasures—the innocent children, whose laughter holds the power to heal.
Yet, some Centaurs are drawn to the call of adventure and the hope of lifting the curse that shadows their homeland. These daring souls become crusaders, venturing beyond the Labyrinth's safety to seek allies and artifacts, facing trials and forging paths through treacherous lands.
In the heart of the Labyrinth, Centaurs stand as unwavering defenders, embodying courage, wisdom, and undying loyalty. Their tale beckons adventurers to join them in the noble quest to vanquish the Goblin King's curse and restore harmony to the realm of Crusaders.
You gain 2 levels of proficiency in Athletic and Endurance skill checks. Additionally, you ignore difficult terrain.
You can take the Dash action as a bonus action on each of your turns.
You are Fey. You can see in both magical and non magical darkness within 120 feet of you as if it were bright light and ignore reloading on bows. You gain +2 to Reflex saving throws. In addition, you gain a (PM) bonus to saving throws to avoid or end being feared or frightened.
You can unleash a flurry of arrows in a 15-foot cone. Each creature in the area must make a Reflex saving throw against your fighting modifier, taking damage equal to your ranged weapon’s normal damage on a failed save or half as much on a successful one.