Homebrew Minotaur (5e Race Krynn Variant) Species Details

Krynn minotaur’s are gargantuan brutes over seven feet in height. They grow foot long horns and carry weapon harness as much as decoration vs. utility. Their favored weapon is the double ax, but some have been known to wield a broadsword in each hand. They are descended from the original ogres. Suggesting to a Minotaur that he is descended from a cow (a common mistake among humans) is the deadliest insult one can offer a Minotaur.
The minotaur race has been oppressed through most of its history. The minotaur’s dwelt in scattered groups without a nation or identity until late in the Age of Twilight when they gathered in eastern regions of Istar. There they established the first Minotaur kingdoms of Mithas and Kothas. They developed shipbuilding to a fine art and their navigational skills remain some of the finest in the world.
Minotaur’s firmly believe in the superiority of their race and in their ultimate place as the rulers of the world. It is their destiny to bring the rest of Krynn under their rule. They will go to any lengths to achieve domination over others. They are ruthless in battle and cold in their justice. They believe that the weak should perish and that might proves right. From youth, minotaur’s are trained for strength, cunning, and intelligence. The goal of this training is combat in the Circus, a rite of passage.
Families are the foundation of minotaur society; the honor of one’s family is held supreme above all other consideration and point. Minotaur clerics invariably worship only one god: Sargas. This god is known as Sargonnas to the Solamnics.
Minotaur’s are lawful, raised to believe in a strict code of honor. They are loyal to the death to family and friends and implacable adversaries to their enemies. They tend toward evil, due to their worship of Sargas.
The Minotaur speaks Kothian as a native language though minotaur’s also speak Common fluently.
Clan names originate with a great hero. His or her descendants take on the name as their own, doing their best to live up to the ideals of their ancestor. Clan names are always preceded by the diminutive “es-” (if from Mithas) or “de-” (if from Kothas), meaning “of”(thus Kaz de-Sumarr is Kaz of Clan Sumarr).

Minotaur (5e Race Krynn Variant) Traits

In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor‐based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world. In the Forgotten Realms, minotaurs could come from other origins, such as a dark druidic ritual of bestial transformation.

Ability Score Increase.

Your Strength score increases by 2 and your Constitution increases by 1.

Age.

Minotaur’s mature at the same rate humans do and reach adulthood around the age of 20. They live longer than humans, however, often exceeding 120 years.

Alignment.

Krynn Minotaur's believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
Code.
1     My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward.
2     I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten.
3     I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge.
4     I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime.
5     I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest.
6     I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life.

Size.

Minotaur are very thick in build, from 8'8 feet to well over 10 feet tall. Your size is large.

Speed.

You have a base walking speed of 40 feet.

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 darkness, only shades of gray.

Tough Hide.

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Aggressive.

You can take the dash action as a bonus action.

Monstrous.

You can make a melee attack as a bonus action.

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.

Goring Rush.

When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

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.

Keen Scent.

Advantage on Initiative roll and Wisdom (Perception) checks that rely on scent. Minotaur’s benefit from natural cunning an sharp senses.

Menacing.

You gain proficiency in the intimidation skill.

Labyrinth born.

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors or traps. Additionally, you always know which way is north, and which direction leads to the quickest exit from a dungeon or cave system.

Labyrinthine Recall.

You can perfectly recall any path you have traveled.

Siege Monster.

Born with a knack for destruction and hard skin you have advantages when attacking buildings. You deal double damage to structures.

Thick Fur.

Your body is well insulated against the cold with your thick cover. You are resistant to cold damage.

Minotaur Warborn.

A Minotaur gains Simple Weapon Proficiency as well as Martial Weapon Proficiency (greataxe).

Powerful Build.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Conqueror’s Virtue.

From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.

Reckless.

At the start of its turn, the Minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Sea Reaver.

You gain proficiency with navigator’s tools and vehicles (water).

Languages.

You can speak, read, and write Common and Minotaur.

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