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Minotaur

Minotaur

 
One of the Beastfolk of Gallus, Minotaur are slow to trust but once you've conquered the maze that is their heart a Minotaur will call one their ally for life. Often found as the main guard force across Gallus the Minotaur are a people of few spiritual values, tending more towards the martial efforts of perfecting their skills, be it with blade, bludgeon, or bow. From a young age the Minotaur begin their training, picking up their first weapon soon after learning to walk. It is very uncommon to see an expedition into the wild jungles of Gallus not being guarded by at least a few of these large powerful warriors, and it is because of these skills and talents that they are the species most likely to be seen outside of Gallus, as the great guilds have hired many as their own guards and muscle.   with such an emphasis put on their martial training one may expect that would be the entirety of their culture but far from it, the Minotaur are avid creators and consumers of many forms of literature, though their epic battle tales are second to none and their carefully crafted puzzle boxes are second only to those of the most cunning Gnomes of the Kircian Dominion.  

Traits

Age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.   Speed: Your base walking speed is 30 ft.   Size: Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.   Horns: 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.   Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet in a straight line, 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 shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of 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.   Imposing Presence: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.   Labyrinthine Recall: You can perfectly recall any path you have traveled.   Languages: You can speak, read, and write Common and Tauren.

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