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Minotaur

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. The minotaurs are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Minotaur often live in vast communities of other beastfolk, often making up a bulk of the army of these communities. In minotaur society when they reach of age, they must partake on a journey to defeat a great foe to bring back a trophy to prove their worth and strength. The first ever minotaurs were captured by Torm who was appalled by their dis-order and worked together with Gond to create a pocket dimension that was nothing but a vast, never ending labyrinthe and trapped the minotaur inside it. Years went by where the minotaur remained trapped, but they did not suffer inside, they adapted, and they thrived. Eventually Beory managed to free his creations from this labyrinthe, but this time there still remains within Minotaur today giving them their amazing skills with navigation.   Most Common Classes: Barbarian, Fighter, Ranger, Shaman   Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.   Age. Minotaur mature at 20 years and live 90-110 years.   Creature Type. You are a Humanoid.   Size. You are Medium. (6-7 feet)   Speed. Your walking speed is 30 feet.   Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.   Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.   Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.   Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.   Languages. Your character can speak, read, and write Common, Beastly and one other language that you and your DM agree is appropriate for the character.
 

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