race features:
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 can 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.
Minotaur's are considered medium creatures but are quite largely built. They are bulky bipedal bull-like humanoids that have 2 arms, 2 legs , a head and a tail. Their hands are human like but their feet are of fur and hooved. Their looks consist of a bull-like face with large horns and fur that covers most of their upper body. Their torso area is like human skin but tougher. From the waist down is more fur and their feet are hooved and also have a tail with heavier fur at the tip. The common fur/skin colors you might see on a minotaur are brown, white, black, red and pretty much any shade in between.