Large Centaur, Fey, Ranger Swarmkeeper, Soldier , Neutral
Spell Slots. You regain all expended spell slots when you finish a long rest. Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 13 Spell attack modifier = your proficiency bonus + your Wisdom modifier = +5 Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. Primal Awareness. You can focus your awareness through the interconnections of nature: you learn additional spells, these spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. Speak with Animals. Cantrips. Mage Hand 1st Level (4). Faerie Fire, Speak with Animals, Cure Wounds, Hunter's Mark, Longstrider 2nd Level (2). Web, Beast Sense, Locate Object
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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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 equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to Fey and ? as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Natural Explorer. You are particularly familiar with forests and ? and are adept at traveling and surviving in them. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
Longbow. Ranged Weapon Attack: +9 to hit, reach 600 ft., one target. Hit: (1d8 + 4) piercing damage. Ammunition, Heavy, Two-Handed. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
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.