Minotaur
The minotaur are powerful creatures that live in small, underground communities. Whether by curse or divine order, the minotaur have been tasked by one of the gods to guard something. What it is no one knows, but no one has been able to get through the minotaur due to sheer physical strength. Most minotaur live in underground labyrinths and dungeons, guarding their secret treasure, however, some have been able to escape their fate and turn their obsession to devotion for another purpose, such as fighting for a cause or country. Although few in number, the minotaur that have gone to the surface have carved their name into history and are seen as powerful allies or terrible foes.
Minotaur
Minotaur by Model via Heroforge, created by RiverFang
ability score increase:
+2 Str, +1 Con
age:
Minotaurs physically mature at the same rate as humans, but they live about 150 years.
alignment:
The alignment of Minotaurs range from Chaotic to Lawful, since their formal country was destroyed and its survivors scattered they can be found under any alignment in the world depending on how the near genocide of their species has affected them.
Size:
Medium
speed:
Walking 30ft
Languages:
You can speak, read, and write Common and Taurian.
sub races:
race features:
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, 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.
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, 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.
Minotaur are a fierce race of powerful warriors that are a part of the Animal Kingdom, it is said that they are charged with looking after the hidden doorways of the world that lead beyond the material realm of Isekai.