Homebrew Asterian Minotaur Species Details
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators.
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.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Languages
Your character can speak, read, and write Common and Minotaur
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a 4 century's , assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of 6 ft to 8ft height and 200 -400 lbs weight. with horns avg 2 ft long (1 to 3 ft)
Asterian Minotaur Traits
As a minotaur, you have the following racial traits.Tremorsense
Horns
Description:
Your horns are natural melee weapons. You can use them to make unarmed strikes. On a hit, they deal 1d6 + your Strength modifier piercing damage.
If you moved at least 10 feet straight toward the target immediately before the attack, the damage die becomes 1d8 for that attack.
Modifiers (IMPORTANT):
- Modifier Type: Natural Weapon
- Subtype: Unarmed Strike
- Damage: 1d6
- Damage Type: Piercing
- Ability: Strength
Goring Rush
Description:
Immediately after you take the Dash action on your turn, you can make one horn attack. This attack does not require a bonus action.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Settings:
- Activation Type: Special (or Action if DDB forces you)
- Limited Use:
- Uses: Proficiency Bonus
- Reset: Long Rest
Hammering Horns (Updated)
Description:
Once per turn, when you hit a creature with a melee attack, you can force it to make a Strength saving throw.
On a failed save, the target is pushed up to 10 feet directly away from you.
Save DC = 8 + your proficiency bonus + your Strength modifier.
Settings:
- Activation: On Hit / Passive (DDB doesn’t handle this well, just leave as passive text)
- No limited uses (once per turn is handled manually)
Imposing Presence
Description:
You gain proficiency in either the Intimidation or Persuasion skill (your choice).
Modifiers:
- Modifier Type: Proficiency
- Subtype: Skill
- Choose:
- Intimidation OR Persuasion
Creature Type
You are a Humanoid.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
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.
Labyrinthine Recall
You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Previous Versions
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6/8/2026 1:27:08 PM
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Coming Soon
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