Homebrew Wizards of the Coast Minotaur Species Details

Minotaurs: The average male is around 6′ 6″ tall and the average female is around 6′ 1″ tall. The average male weighs at least 230 pounds, whereas the average female weighs at least 180 pounds. Most of the time their skin color matches their human parent, but Half-Minotaurs can also have a tan, red, brown, white, gray, and black skin colors. Half-Minotaurs can have the most feasible eye colors, though red and violet are very rare. Hair colors tend to be brown, black, white, gray, and red, though red is rare for them. Just about all Half-Minotaurs have horns, even the females. When generating a Half-Minotaur, if you feel the need, roll a percentile die. 1% have no horns. Some Half-Minotaurs have hooves, but this is an uncommon trait, about a 10% chance. Half-Minotaurs have about a 40% chance to have a tail. Most Half-Minotaurs tend to grow more hair than humans and in more places. It's about a 5% chance for a Half-Minotaur to grow hair over their entire body.

Wizards of the Coast Minotaur Traits

Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. • Charge. If you move at least 20 feet in a straight line towards a target and make an attack with your Horns on the same tu • 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. • Languages. You can speak, read, and write Common. Tireless. You don't suffer the effects of the first level of exhaustion. exhaustion affects you normally while you have two or more levels of it., Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in dark

Hammering Horns

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you

Charge

Charge. If you move at least 20 feet in a straight line towards a target and make an attack with your Horns on the same turn, the target takes an extra 1d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet away and be knocked prone. The DC for the save is 8 + your Strength modifier + your proficiency bonus

Horns

You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you an advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Labyrinthine Recall

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

Laguages

you can speak common

Menacing

due to your monstrous nature, You are proficient in intimidation

Hybrid

You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Color blind

you cannot differentiate between colors

Previous Versions

Name Date Modified Views Adds Version Actions
2/16/2020 11:16:25 PM
6
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes