Throughout the various supplemental materials for the fifth edition of the world's greatest roleplaying game there are many additional races to the ones in the Player's Handbook.

Although some of them share the identity of certain monsters, there's one key trait that's missing: none of them are of large size.

This is my attempt to make those races of the right size so that the player characters aren't somehow the smallest individuals of their kin, while limiting some of the biggest advantages of this bigger size category to maintain some semblance of balance.

While overall I will admit that these races are not fit for every campaign, I believe they can prove to be options that are more faithful to the fantasy behind them.

Centaur Traits

While they share their love for nature and travel, these hooved creatures are quite different from the smaller centaurs of fey origin.

Apart from the bigger size, these centaurs are characterized by the strong connection to their reclusive clans, which roam freely in grasslands and great forests.

Reluctant to use violence, they are nevertheless fierce fighters when they need to protect their way of life.

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, preferring to avoid active roles in history. They are more often good then evil.

Size. Centaurs stand between 7 and 10 feet tall, and weight over 2000 pounds due to the large horse body under the medium sized humanoid torso. Your size is large.

Speed. Your base walking speed is 50 feet.

Monstrosity. Your creature type is monstrosity, rather than humanoid.

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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Charge. If you move at least 30 feet straight towards a target and then hit it with a melee weapon attack on the same turn, the target takes and extra 1d6 damage from the weapon.

Equine Build. You are always considered mounted, and as such you can't mount any other creature. You can't equip normal armor, and must instead rely on barding similar to that of a horse.

In addition, any climbing that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.