Homebrew Celestial Minotaur (Gracehorn) Species Details
Ability Score Increases:
- +2 Dexterity, +1 Charisma
- Unlike typical Minotaurs, the Gracehorn lineage is built for agility and finesse rather than brute force.
Size & Speed:
- Medium (6–7 feet tall, but lean and graceful rather than bulky)
- Speed: 40 ft (Faster than standard Minotaurs, built for mobility)
Racial Traits:
1. Horns of the Wind Dancer
- Instead of a traditional charging gore attack, your horns channel divine energy and agility:
- When you Dash, you can move through enemy spaces without provoking opportunity attacks.
- When you take the Attack action, you can use a bonus action to make an unarmed strike with your horns, dealing 1d6 force damage instead of bludgeoning. This damage scales to 1d8 at level 10.
2. Celestial Grace
- You have advantage on Acrobatics checks and cannot be knocked prone by non-magical effects.
- When you are subjected to an effect that lets you make a Dexterity saving throw to take half damage, you instead take no damage on a success, and only half damage on a failure. (Like Evasion, but only for Dexterity saves.)
3. Flickerstep (1/Long Rest, or Recharge on Short Rest)
- As a reaction when an enemy makes an attack against you, you can teleport up to 15 feet to an unoccupied space you can see, avoiding the attack.
- You can also use this feature offensively: after hitting a creature with an attack, you can teleport up to 15 feet as part of the same attack action.
4. Languages & Extra Features
- Languages: Common, Celestial
- Darkvision: 60 ft (Glowing celestial markings allow you to see in the dark.)
Celestial Minotaur (Gracehorn) Traits
Horns of the Wind Dancer, Celestial Grace, FlickerstepHorns of the Wind Dancer
- Instead of a traditional charging gore attack, your horns channel divine energy and agility:
- When you Dash, you can move through enemy spaces without provoking opportunity attacks.
- When you take the Attack action, you can use a bonus action to make an unarmed strike with your horns, dealing 1d6 force damage instead of bludgeoning. This damage scales to 1d8 at level 10.
Celestial Grace
- You have advantage on Acrobatics checks and cannot be knocked prone by non-magical effects.
- When you are subjected to an effect that lets you make a Dexterity saving throw to take half damage, you instead take no damage on a success, and only half damage on a failure. (Like Evasion, but only for Dexterity saves.)
Flickerstep
Flickerstep (1/Long Rest, or Recharge on Short Rest)
- As a reaction when an enemy makes an attack against you, you can teleport up to 15 feet to an unoccupied space you can see, avoiding the attack.
- You can also use this feature offensively: after hitting a creature with an attack, you can teleport up to 15 feet as part of the same attack action.
Languages
Languages: Common, Celestial
Darkvision
Darkvision: 60 ft
Ability Score Increases
Ability Score Increases:
- +2 Dexterity, +1 Charisma
- Unlike typical Minotaurs, the Gracehorn lineage is built for agility and finesse rather than brute force.
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