Minotaur

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Background
The Minotaur of Entropia are known for their strength in body, dedication, and courage. Originally created as pets by the Primordial Hill Giants, overtime, the Minotaurs proved themselves to be valuable warriors and passionate defenders. After the events of the Harrow, the Minotaurs found themselves without a master and instead chose to devote themselves to a nomadic lifestyle in search of their next great leaders. In contemporary times, tribes of Minotaur roam the Golden Sea of Entropia, feasting on its bounty and honing their skills.

Minotaur Traits

 * Ability Score Increase: Your Strenght score increases by 2, and your Constitution score increases by 1.
 * Alignment: Before the Harrow, most Minotaur were chaotic under their Hill Giant masters. Now, Minotaurs tend to be Neutral in most aspects, taking on the passion of their companions.
 * Size: Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
 * 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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * 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.
 * Imposing Presence: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
 * Languages: You can speak, read, and write Common and Donnish.