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Minotaurs resemble large humans with a bull head and horns. Tales tell of an ancient ancestor of all minotaurs who was cursed by the gods as a result of his crimes, though many minotaurs dismiss that as a myth.

Ancestral Traits

Your minotaur character has several distinctive traits.

Age. Minotaurs mature at the same rate as humans and live for about as long.

Size. Minotaurs are about the same size as humans, though often more muscular. Your size is Medium.

Speed. Your base speed is 30 feet.

Horns. You have bull horns that you can use as weapons to make unarmed strikes. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier. As a bonus action, you can make an unarmed strike with your horns. If the attack hits, you can’t use this trait again until you finish a short or long rest.

Tough Hide. You have thick, leathery hide that provides a measure of protection. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use this score to determine your AC if worn armor would leave you with a lower score. You may benefit from a shield as normal.

Cultural Traits

Minotaur communities value both martial prowess and keen intellect, usually focusing on military training.

Many in these communities enjoy puzzles as well, with mazes in particular serving an important purpose.

For those of this culture, the labyrinth represents not only an opportunity to hones one’s mind, but to undergo a personal journey of self-development.

Ability Score Increase. Your Strength increases by 2, and your Intelligence score increases by 1.

Alignment. Minotaur culture, with its focus on martial training and intellect, tends fairly strongly toward law.

Languages. You can speak, read, and write Common.

Powerful Charge. If you move 20 feet in a straight line toward a foe before making an attack, you may use a bonus action to attempt to knock them prone. The target must be no more than one size larger than you and within 5 feet of you.

Maze Walkers. You are an expert at mazes and similar puzzles. Whenever you make an Intelligence (History) check or a Wisdom (Survival) check related to mazes or labyrinths, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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