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Alt: Minotaur

Akhkharu

First Post
What is your opinions on this and what level adjustment, if any would you give? Also, what changes would you make?

Note: These minotaur are not the ones from the MM, but a race similar to the cow.

Minotaur:
-2 Intelligence, +2 Wisdom: Minotaurs aren’t quick on the uptake but don’t try to argue logic with them.
Darkvision: Minotaurs can see in the dark up to 60’ and is black and white only.
+2 racial bonus on all knowledge checks: Minotaurs have long memories and once told a thing rarely forget it.
+2 DC for all divine spells: Minotaurs are very religious from birth and as such are very in tune with divine powers and enforcing their will.
+2 on will saves: Minotaurs have wills of iron.
Minotaurs have the natural ability of Scent.
Automatic Languages: Minotaur, Common.
Bonus Languages: Any, other than secret languages (Druidic)
Favoured Class: Cleric

Minotaurs are known as great philosophers and keepers of history. They will often roam far and wide in search for knowledge on their own, or in small groups.
PERSONALITY: Minotaurs are curious, pious, and have a great hunger for knowledge. While not known to have a sense of humour, minotaurs can spin tales with the best bards.
PHYSICAL DESRIPTION: A full grown minotaur will stand 7 1/2 – 8 feet tall on average and look like bipedal bovines. Their thick coats keep them warm in the coldest winters and have coloration similar to that of cows and mature males have a set of small horns on their head. They have four digits on each hand, two of which are opposable making them quite dexterous and able to do fine work. Minotaurs also have wide cloven feet and usually wear little in the way of clothing, being covered with this thick fur. They will live for ~550 years, though there have been minotaurs to rival the oldest elves.
RELATIONS: Minotaurs can get along well with all the other races and very often are employed as impartial negotiators and adjudicators throughout the land due to there naturally passive, disarming nature and incredible memory for precedents. The only race that give minotaurs a could shoulders are gnomes, as very often minotaurs break gnomish devices while trying to figure out how they work, or will offer up ways to improve devices when they understand them; things that any gnomish inventor despises.
ALIGNMENT: Minotaurs are most often good. They are also must commonly lawful and tend toward being clerics, philosophers, historians, and adjudicators. The ones who tend toward neutral often will become woods folk, negotiators, story tellers, travelers, and diplomats.
MINOTAUR LANDS: Minotaurs make their homes in mountainous areas. Minotaurs make there home under the earth, but will spend much time roaming the surface in quests for knowledge.
RELIGION: The chief Minotaur god is Ahlm. An ancient god the mintaurs perceive as creating everything that now exists, including the regular pantheon of gods worshipped by the other races. Clerics of Ahlm will keep the peace and perform the role of educators and leaders within the minotaur community.
LANGUAGE: The minotaur language is a deep bass rumbling that flows like song from deep within the chests of these great creatures. Very few of the other races can mimic the other languages and none can speak it without magical aid due to the fact of it having subtones out of reach of even the keenest ears. The minotaur script is one of long flowing whorls. As an aside the script and language seem to have many parallels with the secret druidic languages.
NAMES: Minotaurs normaly don’t have personal names and will go chiefly by family names when among their home group. Minotaurs are given personal names when they enter in the service of Ahlm, are giving a professional role, or achieve leadership of a clan. Minotaurs chiefly use coloration, scent, and voice tones to tell each other apart. When leaving minotaur lands, a minotaur is given a name to identify them to the outside world (it is considered bad luck to not be given a name before leaving the clan) which are translated into common speak as nicknames.
NICK NAMES: Wanderer, Sharpstone, Bull, Whisperingpine, Deepriver, Oldnose, Deepthought.
ADVENTURES: Minotaurs are curious and not given to rash decisions. Minotaurs prefer to meditate on and think through any actions before taking them. Once a Minotaur decides a path it is very hard to turn him from it. Minotaurs will often risk much to gain knowledge of how things work.
 

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