Base Class: Warlock
Your patron is Sargonnas, the mighty minotaur of fire and vengeance. Your pact with him grants you his infamous minotaurean strength, and control over the flaming elementals he binds as servants. Perhaps you sought his power after being wronged by a former ally, or to seek retribution against a treasonous guild. In any case, the power of the bull will grant you the power you need.
Being connected to such a force may cause changes to your personality or impulses. You may find yourselves drawn to assisting those seeking revenge, or leading rebellions against unjust causes. Your patron's force of personality may make it difficult for you to keep foes alive to extract information, with you preferring to butcher those who wronged you by any means necessary. In any case, your pact will drive you to embody the aspect of vengeance Sargonnas is famed for.
Expanded Spell List
The Minotaur lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Minotaur Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Additional Proficiencies
You gain proficiency with the battleaxe and greataxe.
Strength of the Bull
Starting at 1st level, your body gains the strength and hardiness of the minotaur. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Also starting at 1st level, your armor class becomes 13 + your Constitution modifier. You gain this benefit only when you are not wearing armor or a shield.
Vengeful Elemental
Starting at 1st level, you can call on the wrathful flames of your patron to decimate your enemies. As an action, you can summon a magma mephit to aid you in battle. The elemental remains for a number of hours equal to half your proficiency bonus (rounded down), unless you use a bonus action to dismiss it, or if you fall unconscious (at which point the elemental is banished). The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Celestial Vengeance
Starting at 6th level, once per turn when you or the elemental summoned by your Vengeful Elemental feature would deal fire damage to an enemy, you can instead choose it to deal radiant damage instead (no action required by you).
Improved Vengeful Elemental
Starting at 10th level, when you summon a magma mephit using your Vengeful Elemental feature, you can spend an additional use of that feature to summon a fire elemental instead. Using this feature requires sustained effort to maintain (as if you were concentrating on a spell). If you break concentration on this feature, the fire elemental reverts back to a magma mephit. All other rules from your Vengeful Elemental feature still apply.
Deathless Vengeance
Starting at 14th level, if you are reduced to 0 hit points (but not killed outright) and you have summoned an elemental from your Vengeful Elemental feature, when the elemental dissipates, it's life force is transferred to you. You regain a number of hit points equal to the number of hit points your elemental had (or equal to your hit point maximum, whichever is lower), restoring you to consciousness. Additionally, you gain advantage on weapon and spell attack rolls against the enemy that downed you whilst you remain in initiative, as you are filled with an insatiable desire to seek revenge.
Once you have used this feature, you cannot use it again until you have finished a long rest.
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