Minotaur

The people of the Labyrinthine Steppes are a strong and sturdy race of bull-headed warriors and shamans. Attuned to the natural world they speak with the ancestor spirits and weave the tapestry of fate to strengthen the bonds of their realm against the coming darkness. They often adorn their horns with jewelry or etchings. Likewise their bodies are tattooed, each tattoo bearing a meaning to their tribe, whether it be one earned in battle, or the defense of a tribe mate, or one for a crime committed all tattoos tell the story of that minotaur's life.   While these people are deeply spiritual they have never forgotten the stories of their creation. It is said that their ancestor was a mighty warrior who spurned the gods and thus was cursed, taking the form of beast to represent the gods view of this warriors arrogance, the warrior never forgave this slight, and soon his curse grew spreading among the prideful who joined him in his plan for vengeance. Fighting alongside the enemy this warrior lost, and he and his people were cast aside, left to a desolate land of stone and dirt. Here they dwelt for ages past, long until this slight was forgotten and his people thinking the story merely a tale to warn the prideful to dwell not on the strength of the one, but the strength of the whole. Yet still their are others that have taken this story to not be a curse from the gods, but a gift for the might of this warrior, of their paragon, a gift of strength and a right to rule, these minotaur have forsaken the spirits and have turned towards the abyss, lost in its ever expanding embrace they have taken on the aspects of demon-kind and work to sow chaos as agents of the darkness.

5e Racial Stats

  • Ability Score Racial Traits: A minotaur increases one ability score of their choice, that was not already chosen by their sub-race by 2.
  • Type: Minotaur are humanoids with the beastfolk subtype.
  • Size: Minotaur are medium.
  • Speed: Minotaur have a base speed of 35ft
  • Languages: You can speak, read, and write Common and Giant.

Charge (2) (Ex)

Immediately after you use 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, if this attack hits, your target must make a Strength saving throw DC 8 + your Proficiency bonus + your Strength modifier or be knocked prone.

Gore (1) (Ex)

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Natural Cunning (1) (Su)

You gain advantage on checks and saves to avoid becoming lost or grappled, and you gain immunity to the Maze spell.

Sprinter (1) (Ex)

Whenever you would take the dash action you increase your movement speed by 10 feet for the round.

Minotaur Subrace

Guardian

The guardians are those among the herd that have taken to the strength of beast, but unlike the paragon's they have turned this strength not to empower themselves or the false prophet, but instead to protect the herd as a whole. Guardians serve the seeker's as protector's, it is by their blades that the seeker's remain protected, and it is said, each guardian is born connected to a seeker, soul mates they work as a pair, destined to live together and die together.
  • Ability Score Increase: Your Strength score increases by 2.
  • Powerful Build (1) (Ex): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Watcher (1) (Ex): The guardian gains proficiency in the Perception skill, and receive advantage on Wisdom (Perception) checks made to perceive something through sight.

Paragon

The paragons are those that first turned towards the abyss, following the path of vengeance, the paragons work not for the great herd, but instead have turned towards demon worship following behind the belief that their ancestor has been born again, once more as a demon lord of the abyss. Through his strength they have been gifted, and through this gift they rise, ready to take what is there's.
  • Ability Score Increase: Your Strength score increases by 2.
  • Hammering Horns (2) (Ex): Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove 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 a base of 10 feet away from you, improving as normal for a shove attempt.
  • Mighty Gore (2) (Ex): The damage you deal with your Gore attack is increased to 1d10.
  • Powerful Build (1) (Ex): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Seeker

The seekers are those among the herd that have found spiritual purpose, connected to the land itself they hear the call of the wind and the trembling stone. They lead their people in ceremony and in dance. The seeker's are the keepers of the old ways taught through the oral tradition the ways of their people so that they may guide the way forward and continue their tale. With every seeker comes a guardian, linked spirits that have been tied together through fate, destined to live together and die together.
  • Ability Score Increase: Your Wisdom score increases by 2.
  • Imposing Presence (1) (Ex): You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
  • Spirit Guide (2) (Ma): The seekers have long since spoken with the natural world, learning the secrets it holds and how to interpret them. You can cast Commune once, regaining its use after a long rest with this trait as a ritual that takes 1 hour to cast, as well as the spell Augury as a ritual once, regaining its use after a short or long rest, using Wisdom as your spellcasting ability for them.

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
14 years +1d4 years (15 – 18 years) +1d6 years (15 – 20 years) +2d6 years (16 – 26 years)
Young Middle Age Old Venerable Maximum Age
under 5 years 30 years 45 years 60 years 60 + 2d10 years
Origin/Ancestry
Beastfolk
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female 7' 0" +2d10" (7’ 2" – 8’ 8") 230lb +2d12 x 7lb. (244 – 398lb.)
Male 7' 4" +2d10" (7’ 6" – 9’ 0") 260lb +2d12 x 7lb. (274 – 428lb.)

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