Minotaurs stride through the world with a commanding presence and an innate understanding of their natural prowess. Born of strength and boundless determination, Minotaurs have cultivated a reputation as formidable warriors and steadfast guardians. While they possess the adaptability to thrive in diverse environments, many find solace and purpose in proximity to rugged terrains, drawing strength from their affinity with the land.

You Might…

  • Hesitate to spend time in cities and towns, as they tend to be built for smaller people.
  • Appreciate the importance of sustainable living, and avoid wasting resources.
  • Fervently defend your beliefs and your freedoms.

Others Probably…

  • Assume that your size and strength must be accompanied by a short temper.
  • Underestimate your intelligence.
  • Believe you adhere to ancient customs.
Physical Description
Minotaurs possess a commanding physique, ranging from 7 to 8 feet in height. Their bodies are muscular, with powerful legs ending in cloven hooves. A Minotaur’s skin tone varies, often ranging from earthy browns and tans to deep, dusky grays, mirroring the rugged landscapes they call home. Their most distinctive feature is their bull-like head, crowned with a pair of imposing, curved horns that frame their visage. These horns are a source of great pride and are often decorated or adorned as a display of personal style or tribal affiliation.
Society

Minotaur communities are typically tightly-knit and honor-bound, deeply rooted in the rugged landscapes they inhabit. Many are organized into nomadic clans, each led by a chieftain or matriarch respected for their wisdom, combat prowess, or both. These clans roam the untamed wilderness, forging a symbiotic relationship with the land and its resources.

Their dwellings reflect their connection to nature, often constructed from natural materials such as stone, wood, and hide. These structures are designed to be sturdy, yet portable, blending seamlessly with the surroundings.

Honor and loyalty are sacred principles within Minotaur society. Their social structure is built on a foundation of mutual respect and trust, and betraying one’s clan or kin is considered one of the gravest offenses.

Rites of passage and communal rituals play a vital role in Minotaur culture, binding the clans together in shared experiences and celebrations. These ceremonies often involve feats of strength, displays of skill, and offerings to the spirits of the land.

Despite their formidable exterior, Minotaurs also value wisdom and kinship with the natural world. Shamans and druids hold a revered place within their society, acting as spiritual guides and mediators between the Minotaurs and the spirits that they believe inhabit their domains.

Names
Minotaur names often reflect aspects of the land around their communities, or the accolades of their ancestors. They are typically bestowed in group ceremonies held several times a year in which the entire herd gathers and all recent newborns are named.
Sample Names
Zornak Plainswalker; Vaelora Thistlebloom; Dobreksson Stout; Bastion Swifthoof
Mechanics

Hit Points 10

Size Large

Speed 20 feet

Ability Boosts Strength, Wisdom, Free

Ability Flaw(s) Dexterity

Languages Common,  Jotun

Additional languages equal to your Intelligence modifier (if it’s positive).

Choose from Abyssal, Draconic, Dwarven, Gnomish, Orcish and any other languages to which you have access (such as the languages prevalent in your region).

Darkvision

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Heritages
Sun-Blessed Minotaur

You were born into a minotaur society that worships the sun. Once per hour, when you regain Hit Points from a positive healing effect, you may as a free action gain temporary Hit Points equal to your level. These temporary hit points last for 10 minutes.

Sprinter Minotaur

Your legs are powerfully built, even among minotaurs. Your base speed increases to 25 feet.

Scarred Minotaur

You have experienced many conflicts throughout your life, leaving thick scars across your hide. You gain bludgeoning resistance equal to one-third your level (minimum 1).

Ghost Bull Minotaur (Uncommon)

You are a rare albino minotaur, gifted with powers of divination. You gain guidance as an innate occult cantrip. The target of your guidance is immune for 1 minute instead of one hour.

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels.) You select from among the following ancestry feats.

1st Level
Bovine Speaker – Feat 1 (Minotaur)
You hear the sounds of bovine creatures as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are bovines. The GM determines which animals count as bovines.
Bull Rush – Feat 1 (Minotaur)
When you Stride, you may ignore the additional movement cost of the first space of difficult terrain you pass through. Additionally, when you Stride, if your last action this turn was also a Stride, you gain a +5-foot circumstance bonus to your speed for this Stride. If your last two actions on this were Strides, you instead gain a +10-foot circumstance bonus to your speed.
Minotaur Lore – Feat 1 (Minotaur)
You deeply understand your people’s cultural traditions and innate strengths. You gain the trained proficiency rank in Athletics and Intimidation. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Minotaur Lore.
Minotaur Weapon Familiarity – Feat 1 (Minotaur)
Your bestial strength is complemented by powerful weapons. You are trained with the battle axe and greataxe. You also gain access to all uncommon minotaur weapons. For the purpose of determining your proficiency, martial minotaur weapons are simple weapons and advanced minotaur weapons are martial weapons.
Natural Cunning – Feat 1 (Minotaur)
You become trained in Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. When you Sense Direction or attempt a roll against a maze spell, you get one degree of success better than you rolled.
Ramming Horns – Feat 1 (Minotaur)
Your horns unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the shove trait.
Unburdened – Feat 1 (Minotaur)
Your hulking form can accommodate massive suits of armor without issue. Ignore the reduction to your speed from any armor you wear. In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
5th Level
Athletic Might- Feat 5 (Minotaur)

Your powerful muscles allow you to move more easily. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.

Deep Scarring – Feat 5 (Minotaur)

Prerequisites: Scarred heritage

Your scars are particularly numerous and deep, covering your body with hard calluses. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.

Horn Toss – Feat 5 (Minotaur,)

Prerequisites: Ramming Horns

You use your horns to toss a foe where you please. When you succeed or critically succeed to Shove using your horns unarmed attack, you may choose to reposition a foe to any space adjacent to you instead of the usual effect.

Insightful Strike – Feat 5 (Minotaur)

Prerequisite: Ghost Bull heritage

You foresee where your blow is about to land. Once per day, you can cast true strike as an innate occult spell.

Minotaur Weapon Cunning- Feat 5 (Minotaur)

Prerequisites: Minotaur Weapon Familiarity

Your powerful weapons swing true. Whenever you critically hit using a battle axe, greataxe, or a minotaur weapon, you apply the weapon’s critical specialization effect.

Savage Momentum – Feat 5 (Minotaur)

Prerequisites: Sprinter Minotaur Heritage

Whenever you make two consecutive Strides, your next successful melee Strike before the end of your turn gains a circumstance bonus to damage rolls equal to twice the number of your weapon’s damage dice.

Sudden Ram <> – Feat 5 (Minotaur, Flourish)

You’ve learned to throw your weight behind your horns without making an entire running charge. You Step and then Strike with your horns.

9th Level
Augur’s Eye – Feat 9 (Minotaur)
Prerequisites: Ghost Bull Heritage You can perform true divination. Twice per day, you can cast augury as an innate occult spell.
Bestial Fortitude – Feat 9 (Minotaur)
Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
Solar Blessing – Feat 9 (Minotaur)
Sunlight’s warm presence protects your body from harm. When you have temporary Hit Points or are in direct sunlight, you gain a +2 circumstance bonus to Fortitude saving throws.
Solar Rejuvenation (Minotaur)- Feat 9 (Minotaur, Positive, Healing)
Prerequisites: Sun-Blessed Heritage The sun provides you with an endless source of vitality. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. This effect has the positive and healing traits. You gain this benefit in addition to any healing from Treat Wounds.
Terrifying Approach <><> [Open]- Feat 9 (Minotaur)
Prerequisites: expert in Intimidation Your sprinting approach terrifies enemies. Stride twice, and then Demoralize an adjacent creature. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language. You can use Terrifying Approach while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
13th Level
Minotaur Weapon Expertise – Feat 13 (Minotaur)

Prerequisites: Minotaur Weapon Cunning

Your prowess blends both raw power and advanced technique. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for the battle axe, greataxe, and all minotaur weapons in which you are trained.

Omen Seeker – Feat 13 (Minotaur, Uncommon)

Prerequisites: Ghost Bull Heritage

You can peek into the future to learn more about your plans. You gain read omens as an innate occult spell usable once per day.

Savage Shove – Feat 13 (Minotaur)

When you successfully Shove a creature, they take bludgeoning damage equal to your Strength modifier (or double if you critically succeeded the Shove).

Cover Allies <> – Feat 13 (Minotaur)

You have an instinct for protecting your smaller friends. Until the start of your next turn, as long as you aren’t prone and you would provide lesser cover to an ally, you provide standard cover instead.

 
17th Level
Third Eye – Feat 17 (Minotaur)

Prerequisites: Ghost Bull Heritage

You can concentrate your powers of divination to see through deceptions and illusions. You gain true seeing as an innate occult spell usable once per hour.

 

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