Minotaur Parentage
Minotaurs are barrel-chested Humanoids with heads resembling those of bulls. They average six feet in height, and their horns range in size from about one foot long to great, curling weapons easily three times that length.
Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.
Minotaurs have an unfortunate resemblance to goristro demons and the demon lord Baphomet, but minotaurs have no greater propensity for evil than any other sentient Humanoid, no matter what the myths say. Furthermore, minotaurs can see in the dark but have no other innate ability that helps navigate a shadowy maze.
Though minotaurs look bovine, they can adapt to a carnivorous, omnivorous, or herbivorous diet, as desired or as necessity requires.
Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.
Minotaurs have an unfortunate resemblance to goristro demons and the demon lord Baphomet, but minotaurs have no greater propensity for evil than any other sentient Humanoid, no matter what the myths say. Furthermore, minotaurs can see in the dark but have no other innate ability that helps navigate a shadowy maze.
Though minotaurs look bovine, they can adapt to a carnivorous, omnivorous, or herbivorous diet, as desired or as necessity requires.
Minotaur Traits
You have a pool of 16 points to spend between your two birth parents. If either or both of your birth parents are minotaurs, choose from the following.Darkvision (4 Points)
- 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 can’t discern color in darkness, only shades of gray.
Goring Rush (3 Points)
- Immediately after you use the Dash action on your turn and move at least 20 feet in a straight line, you can make one unarmed strike with your horns as a bonus action.
Hammering Horns (2 Points)
- 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 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 push it up to 10 feet away from you.
Horns (2 Points)
- 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.
Comments