Minotaur
Minotaur on Amonkhet.
Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur—shorter in females—fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming. Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph. Minotaurs believe they hold a unique place among the races of Amonkhet. The khenra can look to Hazoret, the naga to Rhonas, and the aven to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet. Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies. After the Hour of Devastation and The War of the Spark, Minotaurs are forced to recognize the reality of their former God-Pharaoh, the Dragon Planeswalker Nicol-Bolas and his evil machinations to deceive the peoples of Amonkhet. Their stubborn strength and resolve are going to be crucial to the continued existence of the survivors of Amonkhet.
Minotaur of the Multiverse.
Minotaur who find themselves away from their native plane of Amonkhet have a varying degree of experiences depending on the planes in which they find themselves. Appearing more like sheep than bulls, Minotaur from Amonkhet might confuse peoples from Faerûn with their ram's heads. The more monstrous natures in Toril might provoke hostility when traveling through the civilized parts of The Forgotten Realms. The minotaur's Therosian cousins are quite similar in disposition though much more bestial and bull-like in appearance. Finding themselves on the Mythic Plane of Theros a Minotaur would find itself more accepted in certain Poleis, especially the hidden Polis of Skophos, whos inhabitants follow the Dark God Mogis, the Therosian Minotaur God of Slaughter. On Ravnica, The Boros Legion, and the Gruul Clans incorporate Minotaur into their guilds frequently and they are a very common sight on the streets of the planet wide city. Minotaur on Ravnica should have no problem engaging in day to day life on the City of Guilds.
Classes and Combat.
Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, mauls, and two-handed khopeshes (treat as a greatsword), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious—and more humiliating to the loser. But though minotaurs are known for their physical size and strength, this hardly precludes the presence of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly. The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular—the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use heavy bows and javelins, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible. Minotaur's size and strength obviously lend themselves to martial classes. The bonus to Strength and Constitution might also be a useful accompanyment for a Paladin or Cleric class. Using the Natural Weapons of the Minotaur for a Paladin's Smite frees the hands up for a shield and another useful item. Following into Way of the Open Palm Monk is an excellent way to put the Natural Weapons of the Minotaur to good use at early levels, offering an early damage increase with 1d6+STR modifier to your unarmed horn attacks. Because your horns are natural weapons that specify counting as "Unarmed Strikes", it would logically follow that their damage die would increase along with the Monk's unarmed strike die increase. See your dungeon master about this ruling.
Minotaur Traits.
Minotaurs have many traits in common with the halforcs of other worlds.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.
Alignment. Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
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.
Natural Weapon. You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common and Minotaur.
Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur—shorter in females—fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming. Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph. Minotaurs believe they hold a unique place among the races of Amonkhet. The khenra can look to Hazoret, the naga to Rhonas, and the aven to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet. Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies. After the Hour of Devastation and The War of the Spark, Minotaurs are forced to recognize the reality of their former God-Pharaoh, the Dragon Planeswalker Nicol-Bolas and his evil machinations to deceive the peoples of Amonkhet. Their stubborn strength and resolve are going to be crucial to the continued existence of the survivors of Amonkhet.
Minotaur of the Multiverse.
Minotaur who find themselves away from their native plane of Amonkhet have a varying degree of experiences depending on the planes in which they find themselves. Appearing more like sheep than bulls, Minotaur from Amonkhet might confuse peoples from Faerûn with their ram's heads. The more monstrous natures in Toril might provoke hostility when traveling through the civilized parts of The Forgotten Realms. The minotaur's Therosian cousins are quite similar in disposition though much more bestial and bull-like in appearance. Finding themselves on the Mythic Plane of Theros a Minotaur would find itself more accepted in certain Poleis, especially the hidden Polis of Skophos, whos inhabitants follow the Dark God Mogis, the Therosian Minotaur God of Slaughter. On Ravnica, The Boros Legion, and the Gruul Clans incorporate Minotaur into their guilds frequently and they are a very common sight on the streets of the planet wide city. Minotaur on Ravnica should have no problem engaging in day to day life on the City of Guilds.
Classes and Combat.
Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, mauls, and two-handed khopeshes (treat as a greatsword), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious—and more humiliating to the loser. But though minotaurs are known for their physical size and strength, this hardly precludes the presence of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly. The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular—the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use heavy bows and javelins, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible. Minotaur's size and strength obviously lend themselves to martial classes. The bonus to Strength and Constitution might also be a useful accompanyment for a Paladin or Cleric class. Using the Natural Weapons of the Minotaur for a Paladin's Smite frees the hands up for a shield and another useful item. Following into Way of the Open Palm Monk is an excellent way to put the Natural Weapons of the Minotaur to good use at early levels, offering an early damage increase with 1d6+STR modifier to your unarmed horn attacks. Because your horns are natural weapons that specify counting as "Unarmed Strikes", it would logically follow that their damage die would increase along with the Monk's unarmed strike die increase. See your dungeon master about this ruling.
Minotaur Traits.
Minotaurs have many traits in common with the halforcs of other worlds.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.
Alignment. Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
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.
Natural Weapon. You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common and Minotaur.