Centaur 5e Guide

Published on June 10, 2020, Last modified on September 27th, 2021

What is this guide?

This guide is meant to give you an idea of whether or not the Centaur will be right for your character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your Centaur. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Black is a trait shared by many races and or will not impact the effectiveness of your character build
  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange is an OK option
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Tasha's Cauldron of Everything Update

Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.

What are Centaur?

Centaur are half-human, half-horse creatures. They are considered fey instead of humanoid and tend to revere nature in all of its forms.

Centaur Traits

Ability Score Increase: +2 STR, +1 WIS is a fairly rare ability score, but it isn’t necessarily a sought after one. Most WIS based casters use DEX as their attack and AC modifiers.

Age: Aging at the same rate as humans is pretty standard.

Alignment:  Neutral alignment is less cut and dry than Good and Chaotic

Size: Medium

Speed: 40ft is the best walking movement speed out of any race.

Fey: Being the fey creature type allows you to avoid some pretty nasty spells, like Hold and Dominate Person. You are more susceptible to other spells, like Hallow and Protection from Evil and Good, but these aren’t as bad as the spells you gain immunity to.

Charge: This ability will likely net you a bonus attack with your Hooves at least once per encounter.

Hooves: an unarmed option is always nice.

Equine Build: The extra carrying capacity is nice, but the restrictions to climbing are very tough to navigate.

Survivor: None of these skills are particularly useful, but a free proficiency in survival could help a Ranger or Druid.

Languages: Common and Sylvan

Which Classes Work With Centaur?

Barbarian: the +2 to STR and the Charge ability are nice for Barbs.

Bard: Nothing for Bards here.

Cleric: Seeing as +2 to WIS are rare, the +1 will do here. A +2 to STR will help if you plan on wading (or galloping) into battle.

Druid: The WIS is nice, but the STR will go to waste. Also, Druids won’t have to deal with the climbing issues seeing as they can rely on wild shapes.

Fighter: the +2 to STR and the Charge ability are nice for Fighters.

Monk: Nothing for Monks here.

Paladin: the +2 to STR and the Charge ability are nice for Paladins.

Ranger: Decent racial bonuses, even better if you are going for a melee Ranger.

Rogue: Nothing for Rogues here.

Sorcerer: Nothing for Sorcerers here.

Warlock: Nothing for Warlocks here.

Wizard: Nothing for Wizards here.

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house. He is the author of Escape from Mt. Balefor and The Heroes of Karatheon. Mike specializes in character creation guides for players, homebrewed mechanics and tips for DMs, and one-shots with unique settings and scenarios. Follow Mike on Twitter.