Homebrew Minotaur 5e Final Species Details

Arrogant Conquerors
Minotaurs embrace the notion that the weak should perish and that the strong must rule— and that they themselves are the strongest and
most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age.
The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect— three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.


Trial by Combat
Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus.
The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood.
Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest.


Honor above All
For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away.
Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.

Minotaur Traits
Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.

Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

Trot. Speed. Your base walking speed is 30 feet. 80 with a dash action.

Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d8+Strength  piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Labyrinthine Recall. You can perfectly recall any path you have traveled.

Menacing. You have proficiency with the intimidate skill.

Hybrid Nature. You have two creature types, Humanoid and Monstrosity.  You are affected by a game affect if it works on either of your creature types.

Languages. You can speak, read, and write Common, Minotaur, Abyssal.

Minotaur 5e Final Traits

+2 Strength, +1 Constitution, Horns, Goring Rush, Hammering Horns, Menacing, Hybrid Nature

Trot

Trot. Speed. Your base walking speed is 30 feet. 80 with a dash action.

Horns

Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d8+Strength  piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Goring Rush

Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

 

Hammering Horns

Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Labyrinthine Recall

Labyrinthine Recall. You can perfectly recall any path you have traveled.

Menacing

Menacing. You have proficiency with the intimidate skill.

 

Hybrid Nature

Hybrid Nature. You have two creature types, Humanoid and Monstrosity.  You are affected by a game affect if it works on either of your creature types.

Languages

Languages. You can speak, read, and write Common, Minotaur, Abyssal.

Darkvision

Darkvision 60 feet

Ability Score Increase

Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.