|Original Art here|
As a race, minotaurs vary greatly from campaign to campaign. The creature presented in the Monster Manual is a carnivorous, demonic beast, where in classic campaigns like Dragonlance they are sophisticated sailors, and in video games like Warcraft they are a deeply spiritual and peace-loving culture. Even with their varied history, minotaurs possess key traits that carry over well from world to world.
Ability Score Increase. Your Strength score increases by 2, and your Constitution increases by 1.
Age. Minotaurs become mature at age 20 and can live up to 150 years, though those raised within the cults of Baphomet die far younger.
Alignment. Though many minotaurs are seen as demonic children of Baphomet, this is not always the case. Minotaurs value freedom and strength, characteristics that lead them to chaotic alignments. Those who follow the cults of Baphomet are either born or beaten into evil alignments, but those living outside of the cults' influence are free to follow their own path.
Size. Minotaurs are the largest of the civilized races and are often underestimated for their intelligence and wisdom. Minotaurs average 7-8 feet tall and 400-500 pounds, but may grow significantly larger. You may choose to have your size be either Medium or Large during character creation. If you choose Medium size, you may later increase your size to Large at any time. Once you do so, this decision cannot be changed.
Speed. Your base walking speed is 30 feet.
Darkvision. You gain darkvision to a range of 60 feet.
Gore. You may use your action to make an attack with your horns. This attack deals 1d8 piercing damage plus your Strength modifier and you have proficiency with the attack. This damage increases to 2d8 at 11th level.
Charge. Once per short rest, you may make a charge attack with your horns. If you move at least 20 feet straight toward a target and make a gore attack against that target during the turn, your gore attack damage is doubled. In addition, the target must make a Strength saving throw or be shoved 5 feet. At 6th level, the target is also knocked prone on a failed save. At 11th level, the distance shoved increases to 10 feet on a failed save. The DC for the Strength save is equal to 8 + your proficiency bonus + your Strength modifier.
Keen Senses. You gain proficiency with Perception checks and may double your proficiency modifier for any rolls involving hearing or smell.
Labyrinthine Recall. You always know which direction you are facing and can perfectly recall any path you've taken. You can double any proficiency bonus you are allowed to prevent becoming lost. You also have immunity to the maze spell and advantage on saving throws against the imprisonment spell.
Languages. You speak, read and write Common, plus one additional language of your choice.
Behind the Development: Two notable features are missing from the core minotaur found in the Monster Manual, their reckless attack and natural armor. Since the minotaurs in the MM are described as savage followers of Baphomet, it's easy to see them being built around the barbarian class. Any barbarian minotaur will gain both of these features by 2nd level--reckless being a standard class feature, while their natural armor is represented by the unarmored defense feature, allowing them to add their naturally high Constitution modifier to their AC.
Minotaurs of Krynn: Minotaurs in the Dragonlance setting are well known for their seamanship and as such many have the sailor background. The minotaurs' heightened senses and perfect sense of direction make them superior navigators. Unlike minotaurs from other realms, Kothians are known for their organization and military might, leading them toward lawful alignments instead of chaotic.
Barbarian minotaurs are common, even among the more civilized race found on Krynn, but minotaurs of any class should not be underestimated. Bards from the college of valor are brilliant warriors that inspire their comrades with subtle words and heroic deeds. Though rare, minotaurs who go against their chaotic nature to follow the mental and physical disciplines of the monk become both brutal combatants and deeply contemplative spiritual guides. Minotaur druids are quite common spiritual leaders of their communities, whether guiding the cannibalistic cults of Baphomet or more peaceful shamanistic communities. Arcane casters among minotaurs are rare, but more common than most people realize. Minotaurs with sorcerous blood master the chaos of wild magic, while warlocks following the fiendish path of are the cornerstone of many cults of Baphomet.
Made the following changes after realizing unarmed strikes are not considered 'light weapons' in this edition and cannot be used as an attack with a bonus action:
- Gore attack is now a normal attack that can be used as part of an Attack action, but cannot be used as an attack with a bonus action (unless subject to a feat or class feature such as Martial Arts).