Homebrew Centaur/Minotaur Hybrid Species Details
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.
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.
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.
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.
Centaur/Minotaur Hybrid Traits
Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms.As a minotaur, you have the following racial traits.Fey/Humanoid
Your creature type is fey and humanoid.
Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves
Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Survivor
You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages
You can speak, read, and write Common and Sylvan and Minotaur. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
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.
Ability Score Increase
Your Strength score increases by 4, and your Wisdom score increases by 1and your Constitution score increases by 1.
Imposing Presence
You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
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