Homebrew 🐃 Runeterran Minotaur Species Details

The Minotaurs of Runeterra are not mere beasts — they are survivors of civilizations that once rivaled Ixtal’s own elemental mastery. When Noxus spread across Shurima and Ionia, Minotaur tribes were captured, broken, and reforged into soldiers. Yet, where others lost their heritage, these horn-kin learned to endure, blending their primal ancestry with the disciplines of war and spirit.

The result is a race as versatile as it is formidable — muscle and meditation intertwined. Their horns, once adorned with tribal etchings and jungle gemstones, now bear scars of metal brands or sigils of freedom. Each mark tells a story: of survival, rebellion, and remembrance.

Runeterran Minotaurs live by the creed known as the Cycle of Use — a philosophy that sees life as an exchange of strength. Everything is used, everything breaks, and everything can be reforged. Their bodies echo this belief: bones dense as marble, hearts that beat like drums of war, and minds that never forget the rhythm of the hunt.

Those of Ixtali bloodlines retain a deep connection to elemental forces — stone that bends to their will, storms that answer their fury, and venom that flows through their strikes. Those of Noxian heritage channel that same primal essence into discipline and deadly precision, moving like shadows between thunderclaps.

Whether you meet them in jungle, canyon, or battlefield, a Runeterran Minotaur will speak softly, fight brutally, and die only when the world itself demands it.

🐃 Runeterran Minotaur Traits

Forged from Ixtal’s primal blood and hardened by Noxian conquest, Runeterran Minotaurs are living engines of endurance and purpose. Their strength is matched only by their discipline — once they charge, nothing halts their momentum. Whether channeling elemental force or striking with silent precision, every Minotaur lives by one truth: all things are used, all things endure, all things return to strength.

Horns.

Your horns are natural weapons. You can use them to make a melee weapon attack that deals 1d6 + your Strength modifier piercing damage.

Elemental Pulse

Runeterran Minotaurs carry a remnant of Ixtal’s elemental birthright — a low, constant thrum beneath their skin that reacts when their heart pounds with effort or rage.

When you take damage, reduce an enemy to 0 HP, or succeed a Strength check or save by 5 or more, you may release a brief elemental surge.

Choose one effect when the pulse triggers:

  • Stonehide: Gain +1 AC until the start of your next turn.

  • Stormspark: Deal 1d4 lightning or thunder damage to a creature within 5 ft.

  • Wildroot Bloom: You gain temporary hit points equal to your proficiency bonus.

You may use this trait a number of times equal to your Constitution modifier (minimum 1), and you regain all uses at the end of a long rest.

Hornbreaker Resolve

You possess the legendary mental and physical resilience the Minotaur tribes are feared for — the instinct to stand firm even when the world tries to break you.

You gain the following benefits:

  • Advantage on Strength and Constitution saving throws against effects that would push, restrain, paralyze, stun, or knock you prone.

  • When you would be moved against your will (pushed, pulled, knocked back), you may use your reaction to reduce the forced movement by 10 feet (to a minimum of 0).

  • Additionally, when you fail a saving throw that would frighten you, you may choose to succeed instead.
    You may use this special success once per long rest.

This trait reflects the Runeterran Minotaur belief:
“Horns break before the will does.”

“Path of the Stampede”

Your people are born of thunder-footed ancestors who trampled a path through jungle, desert, and war alike. You carry that ancestral fury in your stride.

When you use your movement to run in a straight line for at least 20 feet, you enter a Stampede State until the end of your turn:

  • Your movement cannot be reduced by difficult terrain.

  • You have advantage on Strength (Athletics) checks made to shove or escape grapples.

  • When you hit a creature with a melee attack during this movement, you deal an additional 1d4 bludgeoning damage.

  • If you end your movement adjacent to a hostile creature, you may force it to make a Strength saving throw (DC = 8 + PB + Str mod). On failure, it is pushed 10 feet away from you and falls prone.

You can use this trait a number of times equal to your Constitution modifier (minimum 1) per long rest.

This trait reflects the legendary moment every Runeterran Minotaur describes:
“When the world tries to stop you — you run harder.”

🐂 Ixtali Wildhorn

Minotaurs of the Ixtali Wildhorn bloodline are living conduits of Runeterra’s oldest jungles — a fusion of muscle, instinct, and raw elemental force. Their tribes have survived for centuries by listening to the land, shaping their bodies and spirits to match the storms, beasts, and shifting stone of Ixtal.

Where Noxian-bred Minotaurs are iron and war, Wildhorns are nature turned warrior: thunder in their veins, roots in their bones, and the roar of the jungle in every charge.

Their horns carry traces of jade alchemy, their breath can shake branches loose, and their skin reacts to elemental magic like a tuned instrument — hardening, glowing, or crackling when danger nears.

A Wildhorn in motion is a stampede.
A Wildhorn at rest is a mountain.
And a Wildhorn enraged is a natural disaster given shape.

Elemental Horns

The wild magic of Ixtal courses through your horns, letting you channel raw elemental force when you strike.

When you hit a creature with your Horn Attack, you can choose to have the attack deal an extra 1d6 elemental damage. When you finish a long rest, choose one damage type for this feature: lightning, thunder, or acid (stone-heavy tribes often flavor thunder as concussive earth-shock). The extra damage from this trait is of the chosen type.

This extra damage can be applied once per turn when you hit with your Horn Attack. The Horn Attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At your DM’s discretion, this damage may increase to 1d8 at 11th level to reflect your deepened elemental attunement.

Elemental Crash

Your horns are infused with ancient Ixtali elemental power. When you charge or strike, that power surges outward in a burst of raw primal energy—stone, storm, or vine—depending on your attunement.

When you hit a creature with your horn attack, you may invoke an elemental crash. Choose Stone, Storm, or Vine (your choice each time you use this trait). The crash releases a wave of elemental force that deals 1d6 bonus damage of the chosen type.

Stone Crash (Bludgeoning):
A pulse of hardened earth erupts from your horns, knocking the target 5 feet away from you.

Storm Crash (Lightning or Thunder):
Electricity or concussive force explodes outward, causing the target to make a Constitution saving throw (DC = 8 + PB + Con).
On a failure, the target is stunned until the start of its next turn.

Vine Crash (Piercing/Nature):
Bursting vines lash outward. The target must succeed on a Strength saving throw (DC = 8 + PB + Str) or become restrained by vines until the end of its next turn.

You may use Elemental Crash a number of times equal to your Constitution modifier (minimum 1).
You regain all uses after a long rest.

Stormhide Endurance

Your body carries the elemental blessing of Ixtal — a hide toughened by jungle storms, volcanic heat, and monsoon fury. The air around you faintly shifts when you brace, as though nature itself recognizes your endurance.

You gain the following benefits:

  • Elemental Resilience: You have resistance to lightning damage or acid damage (your choice when you create the character).
    (Lightning = storm-lineage, Acid = deep-jungle venom lineage.)

  • Iron Body, Storm Heart: When you take damage from a single attack or effect, you may use your reaction to reduce that damage by an amount equal to your Constitution modifier + your proficiency bonus.

  • Unshaken: When an effect would push you, knock you prone, or move you against your will, you may make a Strength saving throw (DC = the effect’s DC). On a success, you are not moved or knocked prone.

  • Use: You may use Stormhide Endurance’s damage reduction a number of times equal to your Constitution modifier (minimum 1). You regain all uses after a long rest.

Jungle-Forged Might

You gain the following benefits:

  • Mighty Frame: You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and for resisting forced movement.

  • Wildburst Strength: When you make a Strength (Athletics) check or Strength saving throw, you can add +2 to the roll. You can use this bonus a number of times per long rest equal to your Constitution modifier (minimum of once).

  • Predator’s Surge: When you hit a creature with a melee attack, you may choose to deal extra damage equal to your Constitution modifier. You can use this feature once per turn, but no more than a number of times equal to your proficiency bonus per long rest.

  • Ixtali Fortification: You have resistance to non-magical bludgeoning damage (stone, fall impact, beast strikes).
    (If this feels too strong for your table, we can reduce it to “advantage against being knocked prone” instead.)

The Ishikawa Line – The Bull Azakana

Minotaurs of the Ishikawa Line are not born of shadows — they become them.
Those who walk this path carry the imprint of Ionia’s spirit magic, but refined and weaponized through the cruel pragmatism of the Order of Shadow.

Unlike ninja or assassins, they do not slip away in smoke or vanish into thin air.
Instead, an Ishikawa bull overwhelms the senses through unnatural stillness, predatory psychology, and spiritual pressure so heavy prey forgets he is there—
until his axe is already falling.

They are the monster you know is behind you

and somehow, impossibly, he is already in front of you.

This is why Ionians whisper his title:
“Azakana-born
 but not Azakana.”
A spirit-hunger without being a spirit.
A nightmare made of muscle, discipline, and shadow-trained inevitability.

Shadow-Weighted Presence

Your spirit weight manifests as an oppressive aura that weakens the resolve of your enemies.

  • You gain proficiency in Intimidation.

  • When you make an Intimidation check, you may use Strength or Wisdom (your choice) instead of Charisma.

  • Hostile creatures within 10 ft have disadvantage on checks made to escape or move away from you (fear, shove escapes, Acrobatics to slip past, etc.).

Ionia’s Stalking Silence

You are trained in the lethal quiet of the Shadow Order, harmonizing your spirit to suppress sound and intent.

  • You gain proficiency in Stealth.

  • You have advantage on Stealth checks made while walking, stalking, or approaching enemies directly.

  • You can move at full speed while Stealthing with no penalty.

  • Even when detected, enemies suffer disadvantage on opportunity attacks against you — your movements feel “mis-timed,” as if your steps slip between moments.

This is the signature Ishikawa terror:
you don’t disappear — you arrive.

Predator’s Inevitability

Your hunting style mimics the unstoppable killers of horror tales — slow, deliberate, utterly lethal. When you move toward a creature:

  • If you move at least 10 ft directly toward a target, you gain +1d4 bonus damage on your next melee attack against that target.

  • If that attack hits, you may also frighten the creature until the end of your next turn (Wis save DC = 8 + PB + Wis mod).

Enemies often report the same thing:
“He didn’t run. He didn’t hide.
He walked toward us

and there was nothing we could do.”

Spirit-Cut Edge (Order of Shadow Hybrid)

Your training allows your attacks to slip partially into the spirit realm.
Once per turn, when you hit with a melee weapon attack, you deal an additional:

  • +1d6 necrotic or psychic damage (your choice).
    This bonus increases to +1d8 at level 11.

This is not magic — it is mastery of spiritual intent in each blow.

Bull Azakana Resilience

You carry the will of a spirit and the body of a beast.

  • You have advantage on saves vs charm and fear.

  • When reduced to 0 HP, you may instead drop to 1 HP and gain resistance to all damage until the end of your next turn.

  • Once per long rest.

This is why entire warbands died trying to corner him.

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