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, Flickerstep

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.

 

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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