Homebrew CK Clockwork Minotaur Species Details

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. But Clockwork minotaurs were crafted to be perfect guardians, who would live long past their original organic designs.

Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. A Clockwork minotaur however has horns made of a stronger material so they need not sheath them, however they still do need sharpening as the magic that constructed them causes their horns to grow with time just like any organic creature.

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.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common, minotaur and one other language that you and your DM agree is appropriate for the character.

 

CK Clockwork Minotaur Traits

As a clockwork minotaur, you have the following racial traits.

Armored shell

Being a construct means being made of tougher stuff than most. You have a +1 bonus to AC.

Creature Type

You are a Construct.

Size

You are Large.

Speed

Your walking speed is 30 feet.

Horns

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush

Immediately after you take 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 push 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.

Labyrinthine Recall

You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Comments

Posts Quoted:
Reply
Clear All Quotes