The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.
HORNS AND HOOVES
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.
Manes of shaggy fur extend down minotaurs’ necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way.
STRENGTH AND ZEAL
Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.
Minotaurs tend to vent their outrage through violence, but they aren’t generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.
FAMILY AND GUILD
Minotaur legends describe a small pantheon of heroesperhaps they were once thought of as gods-who established the minotaurs’ place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent. with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).
Since each family line has so many members, minotaurs don’t usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion’s Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would.
The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.
Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Orazhan, Grozdan, Kalazmir, Klattic, MeJislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek , Svarakov, Trovik, Vraslak, Yarvem
Female Names: Akra, Bolsa, Cica, Oakka, Drakisla, Eleska , Enka, lrnaya, jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka
Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increase by 1.
Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
Alignment. Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 Minotaur.
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