Minotaur
The minotaurs of Midgard are a proud people
pushed to the brink. Driven from their
ancestral homelands of Kadralhu
and Roshgazi by the ever-expanding
Dragon Empire, the bull-folk home
is now the Serene Isle of Kyprion across the sea. Minotaurs are imposing and powerful, with
a reputation for ferocity that borders on
monstrous. That reputation is well-earned. Minotaurs display their achievements proudly
by decorating their horns with engraved sigils and designs.
If one is versed in minotaur custom, one can tell at a glance
the achievements and prowess of a minotaur by examining
the decoration on her horns. A minotaur who loses part
or all of a horn suffers considerable stigma and must strive
to prove his worth. Sometimes a “brokehorn” (a fighting
insult to any minotaur) who manages to achieve great
deeds earns the gift of having the missing horn magically
restored by a temple. Beware any minotaur that willingly
gives up or chooses not to restore a lost horn, for this is one
of Midgard’s most driven and dangerous creatures.
Minotaur Traits
Your minotaur character has certain characteristics in common with all other minotaurs.- Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
- Age. Minotaurs age at roughly the same rate as humans but mature 3 years earlier. Childhood ends around the age of 10 and adulthood is celebrated at 15.
- Alignment. Minotaurs possess a wide range of alignments, just as humans do. Mixing a love for personal freedom and respect for history and tradition, the majority of minotaurs fall into neutral alignments.
- Size. Adult males can reach a height of 7 feet, with females averaging 3 inches shorter. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Natural Attacks. Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, they deal 1d6 + your Strength modifier piercing damage.
- Charge. If you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.
- Labyrinth Sense. You can retrace without error any path you have previously taken, with no ability check.
- Languages. You can speak, read, and write Minotaur and Common, as well as one other language of your choice (typically the Northern or Southern languages).
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