Homebrew Aurochs Minotaur Species Details
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. Manes of shaggy fur extend down minotaurs’ necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails.
Aurochs Minotaur Traits
Minotaurs are very large and strong, with long arms and horns.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Size
Minotaurs are much larger than other races, reaching heights over nine feet by maturity and weighing well over 500 pounds. Your size is Large. You are also slightly clumsy and have disadvantage on stealth and sleight of hand checks. Being a large creature, you receive reduced benefits from cover; At the DMs discretion, full cover only provides 3/4 cover, 3/4 cover only provides half cover, and half cover may not provide any cover at all. You also consume twice as much food as a Medium creature would consume, and clothing/armor/shields cost four times as much and weighs twice as much (same rule as Barding for mounts). On the positive side however, as a large creature you can wield oversized weapons (increase damage die by 1, e.g. 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d8 and 2d4 -> 2d6 -> 2d8 -> 2d10 -> 2d12) and you can wield a two-handed or heavy weapon in one hand. You have disadvantage if you use a light weapon, but you can throw any weapon that does not have the heavy property. Versatile weapons use the damage in parentheses even if wielded 1 handed.
Horns
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. At 8th level the damage increases to 2d8 + your Strength modifier, and at 16th level this increases again to 3d8 + your Strength modifier.
Goring Rush
Immediately after you use 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 shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of 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.
Reach
You gain reach with melee attacks, including your horns.
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Posted Jan 23, 2024The only thing I'd change is giving a choice between intimidation and persuasion like the vanilla minotaur race gives