Homebrew Aurochians Species Details
Aurochians (pronounced or-aw-key-ins), also known as Half-Minotaur, are the descendants of humanoids and minotaurs. The cataclysms that sundered the world also fractured societies, leaving many people to fend for themselves in a confusing and broken world. Some reverted to almost tribal living, forming bands of survivors in order to live. At the same time, many minotaurs were released from their earthly prisons and began to roam the world. This led to an interesting relationship, with bands of survivors following the minotaurs. As minotaurs possess the supernatural ability to never get lost, tribes with a minotaur leaders could travel with relative ease and safety, allowing their numbers to grow. After generations of interbreeding the result was Aurochians; more man than a Minotaur yet more bovine than a man. Today, they are content with living on the farm, tending to their herds and living a simple life. Those who have more chaotic tendencies usually leave their home in search of adventure, putting their sailing skills to use as they travel the world
Half-Minotaurs are usually hot-headed and stubborn. They're mistrustful people in general, typically because they have had troubled childhoods and/or have been chased out of towns and scorned by people for their appearance/race. Due to this, they tend to be wanderers of sorts and live in the wilderness.
Physical Description
Half-Minotaurs resemble humans for the majority and as such are medium creatures. The average male is around 6′ 6″ tall and the average female is around 6′ 1″ tall. The average male weighs at least 230 pounds, whereas the average female weighs at least 180 pounds. Most of the time their skin color matches their human parent, but Half-Minotaurs can also have tan, red, brown, white, gray, and black skin colors. Half-Minotaurs can have most feasible eye colors, though red and violet are very rare. Hair colors tend to be brown, black, white, gray, and red, though red is rare for them. Just about all Half-Minotaurs have horns, even the females. When generating a Half-Minotaur, if you feel the need, roll a percentile die. 1% have no horns. Some Half-Minotaurs have hooves, but this is an uncommon trait, about a 10% chance. Half-Minotaurs have about a 40% chance to have a tail. Most Half-Minotaurs tend to grow more hair than humans and in more places. It's about a 5% chance for a Half-Minotaur to grow hair over their entire body.
Society
Shunned by both their human and minotaur cultures, half-minotaurs usually travel alone in a nomadic fashion.
Half-Minotaur Names
Half-minotaurs are usually named by their mothers if not orphaned. If the half-minotaur is orphaned and not adopted, it goes nameless until it learns a language and names itself something that it identifies within the language they learn. Names can differ based on what's common in the region they live in.
Aurochians Traits
Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Alignment
Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
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 Minotaur.
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