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Minotaur

The minotaurs of Therinyn are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. They also make great spiritual leaders and members of druidic circles.

Alignment

Most minotaurs who roam the lands distance themselves from conflict, choosing to aid after rather than contribute conflict. So they tend to be a Neutral party.

Size

Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

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.

Languages

You can speak, read, and write Common and Beast Speech.

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