Minotaur
Children of the Labyrinth
Born of ancient maze-strongholds and harsh trials of survival, Minotaurs inherit a culture of discipline and determination. Their traditions celebrate combat, endurance, and the wisdom of navigating both stone corridors and life’s hardships. To them, the labyrinth is both a proving ground and a sacred teacher.
Relentless Momentum
Minotaurs are defined by movement and force. Once they commit to a charge, little can turn them aside. They endure exhaustion with grim resolve, their stamina fueled by bursts of raw adrenaline. To their allies, they are dependable linebreakers; to their enemies, unstoppable beasts bearing down with horns lowered.
The Minotaur’s Gift
To adventure with a Minotaur is to unleash momentum in battle. Their charges crash through defenses, their stamina pushes them past normal limits, and their strength clears obstacles both physical and symbolic. They remind their companions that the straight path forward, though perilous, is often the surest route to victory.
Horns
You can use your horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage instead of the normal unarmed strike damage.
Momentum Strike: When you take the dash action before making a horn attack, you deal an extra 1d6 damage. This bonus damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Superior Darkvision
You have Darkvision with a range of 60 feet. You can see in both magical and nonmagical darkness.
Adrenaline Rush
When you take the Dash action, you gain temporary hit points equal to your proficiency bonus.
You can take the Dash action as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Minotaur Roll20 Feature Codes
Roll20 Feature 1.
!setattr {{
--sel
--repeating_traits_-create_name|Horns
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Minotaur
--repeating_traits_-create_description|You can use your horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage instead of the normal unarmed strike damage.
Momentum Strike: When you take the dash action before making a horn attack, you deal an extra 1d6 damage. This bonus damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
}}
Roll20 Feature 2.
!setattr {{
--sel
--repeating_traits_-create_name|Superior Darkvision
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Minotaur
--repeating_traits_-create_description|You have Darkvision with a range of 60 feet. You can see in both magical and nonmagical darkness.
}}
Roll20 Feature 3.
!setattr {{
--sel
--repeating_traits_-create_name|Adrenaline Rush
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Minotaur
--repeating_traits_-create_description|When you take the Dash action, you gain temporary hit points equal to your proficiency bonus.
You can take the Dash action as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
}}
Roll20 Feature 4.
!setattr {{
--sel
--repeating_traits_-create_name|Powerful Build
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Minotaur
--repeating_traits_-create_description|You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
}}

