D&D 5e: Minotaur Race Guide

D&D 5e: Minotaur Race Guide

Minotaur Race guide

Minotaur’s are humanoid beings with the torso of a man and the head of a bull. Their alignment and religious beliefs tend to change depending on which source material you choose to use. Their main stat focus is Strength and the secondary stat is Constitution, making the race itself more naturally fit to be the tank of your party.

Epic Good Meh Bad

Minotaur Traits/Subraces

(Source Ravnica)

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

  • 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 a 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 within 5 feet of you and no more than one size larger than 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.

(Source Theros)

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

  • Age. Minotaurs mature and age at about the same rate as humans.

  • Alignment. Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful 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 a 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 within 5 feet of you and no more than one size larger than 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.

(Source Amonkhet)

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

  • Age. Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do in all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.

  • Alignment. Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.

  • Size. Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Natural Weapon. You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

  • Menacing. You gain proficiency in the Intimidation skill.

  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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

Best Classes and Archetypes for Minotaur

ArtificerIt’s recommended that if you choose this class to have a high Intelligence. Best to go with something else.

Alchemist – Experts in combining elements and reagents together, Alchemists can give life or steal it away.

Armorer – Make armor that hones your abilities and becomes a second skin. Attack or defense, the choice of buff is yours.

Artillerist – The power of a siege engine in the palm of your hands. Use your magic to hurl volleys of destruction upon your foes.

Battle Smith – Be the Shield you were meant to be. Combining skills in defense, healing and repairs, the Battle Smith is an invaluable asset to their party.

BarbarianThis class is a more natural fit for a Minotaur as it focuses on the Strength stat. Probably the best class for a Minotaur with the least amount of disadvantages.

Ancestral Guardian – You call on the spirits of your ancestors to guide and protect you by covering your body in tattoos of the tales of battle your bloodline has had. At higher levels your bond with your ancestors is so strong they can physically manifest for a moment to retaliate against your foes.

Battlerager – this path is reserved for Dwarves only, making a Bugbear combo impossible.

Beast – You are a shape changer, allowing the might of the beast that rages in your soul, whether that beast comes from being descended from a druid or a werewolf or simply granted power from a spirit.

Berserker – As the name would suggest the frenzy of battle drives this class regardless of the dangers. That frenzy can scare enemies that would dare challenge your might.

Depths – Encounters with terrors of the ocean deep have granted you extraordinary abilities. Such as extra appendages for attacking, the ability to teleport by transforming into a burst of water and several other oceanic creature powers.

Juggernaut – You are a siege engine capable of not only standing your ground but forcing enemies into places of weakness, allowing you control of the battlefield.

Storm Herald – Barbarians of this class channel their rage into primal magics of fire, ice and storms. Typically considered elite champions who train with druids, rangers and other guardians of nature.

Totem Warrior – Bear :The spirit of the bear grants you resistance to all damage except psychic along with your bear like might.

Totem Warrior – Eagle :The eagle’s spirit grants you greater mobility, disadvantage on attacks of opportunity made against you, eyesight up to a mile away and at higher levels a flight speed for even more maneuverability.

Totem Warrior – Elk :You are speed. The spirit of the Elk makes you incredibly swift, agile and at higher levels gives you the power to knock enemies prone with that speed.

Totem Warrior – Tiger : The tiger’s spirit makes you quick and nimble, you can gain proficiencies in stealth, survival, acrobatics and athletics. At higher levels you can also make multiple melee attacks. Truly the cat’s meow when it comes to increasing your chances of survival.

Totem Warrior – Wolf : You are the Alpha of the pack granting your friends advantage on melee attacks. You are also an expert tracker and stealthy on your feet. At higher levels you can knock enemies prone when landing melee attacks.

Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.

Zealot – Your intense worship of the gods grants you divine might as you rage into battle, inspiring others with your deity’s favor. Their favor can grant you the strength to fit beyond the grasp of death itself.

BardAs a charisma focused class, this won’t fit well with a Minotaur’s natural talents.

Creation – The creation of the cosmos is a work of art and its echo, known as the Song of Creation, gives you the ability to create items out of thin air or animate items to do your bidding.

Eloquence – Persuasion is your art form. Blend theatrical wordplay and logic to win over skeptics and detractors as you appeal to the emotion of your audience or cause your enemies to doubt themselves.

Glamour – Magic of the FeyWilds allows for your performances to be the stuff of legends. Your power to quell enemies can also bend the will of others to adore and protect you. Abuse that power or uplift the downtrodden, the choice is yours.

Lore – “This reminds me of a story.” Bards of this practice know something about almost anything. Their pursuit of beauty and truth makes them incredibly honest and exposers of corruption. That knowledge grants them extra spells and proficiency skills. 

Maestro — this subclass evokes images of the Legend of Zelda’s Wind Waker. Bards of this practice weave the natural music of the world around them into rousing symphonies and conduct a phantom orchestra. The “soundtrack” you choose to play could sway the flow of battle into your favor.

Swords – The blade is your muse. Successful attacks allow you a flourish of defense or mobility to aid you as well as multiple attacks as well as a fighting style of your choice.

Valor – The bonuses of this class add proficiencies, multiple attacks and when using bard spells let you attack as a bonus action. While not terribly flashy, the speed of attacks can be a huge advantage.

Whispers – Possibly the most dangerous class of bards. Psychic blades and stealing a foe’s shadow to adopt their persona give these bards a more nefarious reputation than others. These bards can be adept as assassins and spies

Blood Hunter While this is an unofficial class, it really isn’t going to utilize the Minotaur’s natural strengths.

Ghost slayer – I ain’t afraid of no ghost! Seek out and eliminate necrotic sources that would pervert the transition from life to death.

Lycan – Like the idea of being a werewolf? Go berserk but still be in control of the curse as it can be your greatest weapon.

Mutant – Adapt to survive. As you study an opponent’s strengths and weaknesses you can change your body to match it through hemocraft and alchemy.

Profane Soul – Combat against demons and devils by making pacts with lesser evils for greater power. Will the power outweigh the price? Any Warlock would say yes. 


ClericThis class focuses on the Wisdom stat which won’t be of a lot of use for the Minotaur. While there are a lot of options here, other classes are a better fit.

Arcana – Utilizes wisdom modifiers for some spells. Lots of Wizard spells.

Blood – Bordering on the line of necromancy, it’s more accurate to say this class is essentially a “Blood Bender.”

Death – Another basically necromancer class that focuses on dealing with the sources of death, such as vampires, liches and so on.

Forge – The Gods of the Forge grant you their powers of creation and divinity. This class is the tank of the Clerics. 

Grave – Death is a part of life, but there needs to be a line between the two, and you are that line. You keep the living alive and the dead staying at rest. To disturb that rest goes against nature and you seek to stop all sources of undeath.

Knowledge – Knowledge is power and you use any means to obtain it. Divine, past, present or future, you seek all knowledge, even if it’s in a hoard that others would kill for stealing from.

Life – Your basic cleric class focused mainly on healing. 

Light  The Cleric equivalent of a Wizard. You can focus on dealing higher Radiant and Fire damage. It’s recommended to also have a high Intelligence For this role..

Nature – Basically a druid without wild shape. You may as well just take the druid class over this one.

Order – You are a servant of the Gods of Order. Your voice is one of authority that must be obeyed.

Peace – Essentially diplomats of the Cleric class. You seek to foster peace and understanding between the people you meet.

Tempest – The storm Gods lend you the strength of the storm as well as their divinity.

Trickery – This subclass focuses more on the Dexterity aspect and can pair well as a healer, especially if you decide to multiclass with a Rogue. But It’s recommended you have both high Dex and Int for this class.

Twilight – As the guard between creatures of day and night, you enshroud yourself in twilight and are granted night vision to ward against the darker creatures of the world.

War – You are the Battle medic of the team, delivering the God’s blessings for courage and heroism during wartime.

Druid: As a Wisdom focused class, it’s best to steer clear of this as a Minotaur.

Dreams – These druids have strong connections to the Fey wilds and its dreamlike realm, making natural alliances with good aligned Feys. 

Land – These druids more closely resemble the ancient Celtic druids, and are guardians of ancient knowledge. The land, nature and the creatures thereof bend to your will and are more hesitant to attack you.

Moon – The “luna”tics come out at the Full Moon. These are the druids who wild shape into both animals and elementals. This subclass alone is just a good pick for its adaptability.

Shepherd – The summoners of the wild protect the beasts and Fey that can’t protect themselves. Their totems also buff allies in battle.

Spores – Trust the fungus. Death and decay are as much a part of life as birth is and you understand that. These are essentially the necromancers of the Druid Class.

Stars – Harness the power of the constellations to change your form, and change the fates through the cosmic omens.

Wildfire – Understanding life and death are inseparable, you wield a roaring inferno to bring about new life.

FighterThis class has dual stat focus of Strength and Dexterity. If your Minotaur fits those stats this class can work very well for you.

Arcane Archer – A unique Elven method of archery that weaves magic into their attacks. You start off with either arcane mastery or druidcraft, your choice. You can make any arrow magical and if you miss a shot can redirect iot at another target.

Battle Master – To you combat is an academic field, including subjects such as weaponsmithing and calligraphy. The combat superiority can add dice to your rolls making a Minotaur’s ferocity even more effective.

Cavalier – You are a mounted combatant. Born to the saddle, your marked foes have disadvantage against you and you are capable of increasing your armor class during combat. You can also charge down your foes whether mounted or not.

Champion – You are raw physical power honed to perfection. You land critical hits more often, gain a second fighting style and are a natural survivor.

Echo Knight – Clone Ninjutsu! Your echos confuse and distract the enemy while you utilize your echos’ experience and reclaim hitpoints.

Eldritch Knight – Have the raw power and durability of a Fighter and sling spells like Wizard. (Like a HexBlade Warlock) Your weapon bond means you can’t be disarmed unless you’re incapacitated and as long as it’s on the same plane of existence as you, you can always summon it immediately to yourself. High intelligence is recommended for this subclass.

Gunslinger – Being one of the first to create firearms gives you an advantage over bowmen. Having made your own weapons, you’re able to quickly repair and reload your weapons and you land critical hits more often.

Psi Warrior – Many Githyanki and High Elves follow this discipline as it combines physical might with psi infused weaponry. Your powers range from telekinesis to psionic strikes. This discipline’s Bulwark of Force makes you a hard target to hit.

Purple Dragon Knight – Also known as Banneret. Your inspiring presence gives your allies rerolls on certain saving throws and attack reactions. As a royal envoy you gain proficiency in persuasion and any checks that use persuasion double the proficiency.

Renegade – A maker of fine firearms, your best weapon however is your charm and confident swagger. This class is good in and of itself.

Rune Knight – You’ve learned the art and power of runes from the Giants and use it to enhance your gear. Used for long enough and it permanently alters your height and you gain the might of the Giants further enhancing your strength.

Samurai – You are an indomitable force that can stave off death in order to continue the fight. This class’s natural elegance will utilize your Wisdom bonus in charisma checks. Not a Minotaur recommended subclass as it might spread you too thin.

MonkDexterity is the key to this class. Your ability to sense a foe’s strengths and weaknesses mixed with your intense focus and body control make you a force to be reckoned with on the battlefield. Not the best fit for a Minotaur, but if you do here are the recommended subclasses.

Ascendant Dragon – Ugh, Dragon’s breath! Crowd control is your strength over other monks but you’ll need to be able to move fast to get into position quickly.

Astral Self – Your astral form goes beyond the limitations of your body and manifests into the physical plane. At higher levels you can not only summon that form but fight from within it.

Cobalt Soul – Knowledge is power. Driven by the pursuit of knowledge, you seek to drag out the secrets of darkness into the light. Using absolute control over your body and being able to manipulate your opponents, you guard some of the most dangerous truths against those who would use them for much darker purposes. 

Drunken Master – the way of fighting like you’re absolutely sloshed. Your familiarity with inebriation allows you certain resilience against being knocked about or made prone.

Four Elements – You’ve learned to harness the elements and can cast spells of elemental nature. 

Kensei – Your mastery of weaponry is almost an art form. So much so that literally anything can be a weapon in your hands, including your paint brush or calligraphy pen.

Long Death – Your obsession with the mechanics of dying has led you to experiment and record the moments of demise. Your Wisdom lends itself to that knowledge and grants you some mastery over death itself.

Mercy – Mercy comes in many forms, sometimes a healer’s hand or a swift end to suffering. Both are tools that you utilize as you serve others. This subclass is similar to that of a cleric, relying more on wisdom than Charisma. 

Open Hand – Whether armed or unarmed, your ability to manipulate your body or your enemies is a power to be reckoned with.

Shadow – Become the shadows and assassins of your Monk Order and eliminate your enemies as a near matching equivalent of the Rogue class. You’ll need to have high Dexterity to overcome this subclass’s natural weaknesses.

Sun Soul – You channel your own life force into arrows of light. You are blinding as the sun, dealing radiant and fire damage as you light the way for those around you.

PaladinAlthough this class relies on its Strength it more heavily relies on charisma to get the job done. So your Minotaur will need a high Charisma stat to make this class work, otherwise it’s just an ok class.

Ancients -Similar in style to Rangers and Druids. You get some crowd control and Misty Step abilities. This class is considered easy to play for beginners over other Paladin subclasses since it’s not too complex.

Conquest – Subjugating your foes and crushing the forces of chaos are your goals. A silver tongue fits perfectly when it comes to discouraging and absolutely dominating your enemies’ will into submission.

Crown – Sworn to the ideals of civilization, fealty to the laws of rulership guide your moral compass. You become the exalted champion of all things good, loyal and true. The personification of the ideal paladin.

Devotion – You’re devoted to the loftiest of ideals and exemplify the white knights of fairy tales and legends. Others look to you as both sword and shield against evil.

Glory – As a believer in destiny you bolster your companions and buff them to feats of greatness. 

Oathbreaker – This subclass makes more sense if you’ve decided to be evil. You’ve become the Anakin Skywalker of the world and turned to the Dark Side.

Open Sea – Seafaring warriors such as yourself heed the call of the seas. This grants you the powers of the crashing tides and misty marine layers to cover your allies from the enemy’s sight and grasp. Control over water itself is also a must when facing the creatures of the deep.

Redemption – Paladins of this class find it difficult to keep from using violence as it is a last resort. This subclass believes anyone can repent and be redeemed. But you’re also no fool knowing some demons and devils are inherently evil and can’t or won’t change ever. You are both a tank and a diplomat.

Vengeance – I am Vengeance, I am the night, I am Batman!! Punishment of evildoers by any means necessary is your drive. With crowd control and the aura of fear you keep your prey exactly where you want them.

Watchers – You stand against extra planer threats and have honed your mind to do so. Nothing escapes your gaze or your quick rebuke against trickery.

Ranger: This class focuses on Wisdom mostly, but it does have a secondary Dex focus. This class won’t make good use of your Minotaur’s Strength stat and will spread you too thin.

Beast Master – You have an animal companion of your choice to fight alongside you. Your companion can be your go to weapon as it can, at 7th level, overcome resistances and immunities.

Drakewarden – Think of How to Train your Dragon and you have the Drake Warden. While a beast master can have their pick from many animals as a companion, you only need your trusty drake. As it grows it can fly and become your mount. Your dragon is your best and only weapon you need.

Fey Wanderer – You represent both the mortal and Fey realms, making you sometimes appear as though a fey creature. This class can summon a Fey creature and make use of the misty step ability. This class makes use of the charisma stat, so there are better picks for a Bugbear.

Gloom Stalker – Dark vision can suck if your opponent has it, but with this class you can hide in the shadows, becoming practically invisible.

Horizon Walker – You stand on the borders of the planes against threats that would threaten the mortal realm. Drawing on the powers of the multiverse, you can deal Force damage, teleport and gain resistance to damage.

Hunter – Hunters prepare to battle the most dire of creature attacks from ogres and orcs to giants and dragons. The tactics of how you do that are your choice to make.

Monster Slayer – You hunt down creatures of the night and wielders of dark magic. You can sense the stats of an enemy creature, negate spellcasting and counter attack sabotages. (While an awesome and reactive class, it won’t fit well without the right stats.)

Swarmkeeper – Your deep connection to the environment lets you bond with a group of nature spirits. The swarm can damage and protect you or move opponents to where you need them.

RogueThis subclass focuses on the Dexterity stat, making it a poor fit for most Minotaurs.

Arcane Trickster – Use your mastery of stealth and magic to create enchantments and illusions to aid you in battle as well as pick-pocketing and any number of mischief making.

Assassin – as the name suggests, your assassin skills of disguise and deception make you a dangerous killer, one that most foes won’t realize is there before it’s too late.

Inquisitive – You excel at rooting out secrets and mysteries. Your keen eye and ability to read a creature helps you sus out other’s true intent and expose the hidden evils of the world.

Mastermind – Masters of warring with words as well as knives, these Rouge’s cutting words and misdirection leave enemies vulnerable on all sides. 

Phantom – Your brushes with death have given you necrotic powers. This allows you to attack multiple creatures and change into a ghost-like form for short periods of time, making you harder to hit and giving you a small flight speed of 10 ft. 

Scout – Experts of survival with greater mobility, these Rogues are more at home in the wilderness with Barbarians and rangers.

Soulknife – this is the Rouge equivalent of the Ranger’s Psi Warrior subclass. 

Swashbuckler – If you have a high charisma it will lend itself to this subclass as elegance and charm are a part of your training. 

Thief – Burglars and sneak thieves. This subclass’ greater mobility and ability to use any magical item regardless of class, race and level requirements are what make this a strong discipline.

(For these last three classes I’ll use the broad brush. Since the spell caster classes focus on charisma or intelligence none of these are going to fit well with the Minotaur race. Best to go back up the list.)


SorcererCharisma focus.

Aberrant Mind –Some outside alien force has gifted you these powers. You can touch the minds of others and change your body to suit your needs, such as flight, invisibility, or even being a slimy, pliable mass that can move through narrow spaces.

Clockwork Soul – The powers of Mechanus and Order are within your blood. Mainly a debuffing subclass, the Clockwork Soul is a servant of Order that protects against chaos and can summon constructs to aid them.

Divine Soul – Your power and heritage comes from a divine source. The Gods watch over you and allow you to intervene on their behalf, as both a healer and an actual angel.

Draconic Bloodline – This subclass’s Elemental Adept feat along with its high durability and emphasis on direct damage make it easy to play. An excellent choice for beginner players.

Rune Child – Your body is a natural conduit of arcane energy manifested in the form of runes and glyphs on your body (usually invisible until activated.) The runes allow you a small measure of defense, physical self enhancement, piercing through resistances and immunities, and sight of hidden magical markings. 

Shadow Sorcery – As a creature of darkness your power comes from the Shadowfell itself. Death’s claim over you is tenuous and you can cast darkness or become the shadows themselves or summon a Hound of Ill Omen to fight for you. You were alive once, but are now somewhere (you’re not sure where) between life and death. 

Storm Sorcery – The powers of the storm are at your fingertips. With the ability to control weather, these sorcerers make for valuable crewmen on ships. Lightning damage and resistance are this class’s bread and butter. At higher levels you can fly and reduce the flying speed of other creatures.

Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control. As a Minotaur you’re better off picking this subclass from the Barbarian group.

WarlockCharisma focus.

Archfey – Your patron is of the Fey realm, making their motivations seem inscrutable and sometimes whimsical. With the Fey presence about you can beguile a creature to adore or fear you, teleport invisibly and cast an illusory mist that makes the target believe itself lost and alone.

Celestial – You serve a deity of light making you already an oddity among Warlocks. Driven by the light you might be prompted to destroy fiends and the undead. But what if an evil Warlock made this pact “accidentally” and is actually trying to be evil while serving a goody-two shoes? This subclass makes for great roleplay opportunities and works mechanically more like a paladin.

Fathomless – You’ve made a pact with the eldritch entities of the ocean deep. Your patron’s intent may be unknown but they have gifted you the powers of the ocean including; cold resistance, spectral tentacles, an increased swimming speed and watery teleportation.

Fiend – Your pact is made with a Fiend. Their power lets you gain temporary hit points, extra damage type resistance of your choice per rest, and at 14th level on successful attacks transport the enemy through the lower planes of hell causing 10d10 psychic damage to non-fiendish foes once per long rest.

Genie – Having pacted with a being from the elemental planes grants you powers that match that element (Water, Fire, Earth or Air) Your patron also grants you a small vessel in which you can hide or store things and of course they can grant wishes.

Great Old One – Your patron is being so ancient, so incomprehensible that its knowledge and motivations are unfathomable. You’ve gained the powers of telepathy and psychic resistance as well as being able to dominate the mind of another to your will.

Hexblade – These warlock’s pacts manifest themselves in the form of magical swords granting them the ability to curse their enemies, use the charisma modifier instead of strength or dexterity on weapon attacks and make their slain victims rise up and fight for them as a specter.

Undying – Your patron has banished you from death. You can spare the dying and regain life from it. Disease, age and even being severed from yourself are trivial matters to you. Death has no hold over you. You. Are. Death! (death is your b*tch)

WizardIntelligence focus.

Abjuration– the school of debuffing and protection

BladeSinging -the school of sword play and dance. Originally created by the elves, this class would be a natural fit for most elves as it combines magic and cunning.

Chronurgist – the school of time manipulation, aka Dunamancey. Change the pace and flow of time to your will.

Conjuration – the school of Conjuring. Summon any object or creature you need out of thin air to get the job done.

Divination -the school of the Soothsayer. Discern the truth of the past, present and future. While the spells of this subclass are great, I’d recommend not making this your focus of the Wizard class.

Enchantment – the school of persuasion. Your silver tongue is your greatest weapon (with the aid of your magic of course) Will you use it for good or abuse its power?

Evocation – the school of the elements. Storm, earth and fire heed your call (among other elements.) Blast through your opponents from a safe distance.

Graviturgist – the school of space manipulation. The sister class to the Chrourgist, you bend gravity to the detriment of your enemies.

Illusion – the school of illusions. You make the impossible seem real. Many tricksters study from this class of spells.

Necromancy – the school of the dead. Summon the armies of the undead to rise up, fight for and protect the living once more. Steal away your foes’ life force and add it to your own.

Order of Scribes – the school of books. You look to the books for guidance, record all magical discoveries and awaken your spell tome as a magical companion.

Transmutation – the school of matter manipulation. You wield the raw materials of creation itself, both physical and mental qualities. You skirt the edges of the gods’ powers seeking a way to harness it. (or you could do magic tricks at children’s parties)

War Magic – the school of war. Combining principles of evocation and abjuration, your magic is both a weapon and armor. You’re a force to be reckoned with on the battlefield.

Racial Feats/Best Feats

Minotaurs do not receive any racial feats.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

 

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

GrapplerPrerequisite of Strength 13 or higher.

  • You have advantage on attack rolls against a creature you are grappling.

  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

These next two feats can be a big help if you’ve chosen a Monk or a Fighter class for your Minotaur.

Acrobat

  • Increase your Dexterity score by 1, to a maximum of 20.

  • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.

Athlete

  •          Increase your Strength or Dexterity score by 1, to a maximum of 20.

  •          When you are prone, standing up uses only 5 feet of your movement.

  •          Climbing doesn’t cost you extra movement.

Sentinel:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

  • When a creature makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

ToughThis feat will make your Minotaur even more tank-like.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

ActorIf you’ve decided to make your Minotaur a Paladin, this feat will help boost the needed Charisma stat.

  • Increase your Charisma score by 1, to a maximum of 20.

  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

PerformerThis feat similarly raises the Charisma stat if you need it.

  • Increase your Charisma score by 1, to a maximum of 20.

  • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

  • While performing, you can try to distract one humanoid who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

MenacingThis Charisma boosting feat may be more to your liking if you want your Minotaur Paladin to be intimidating.

  • Increase your Charisma score by 1, to a maximum of 20.

  • You gain proficiency in the Intimidation skill. If you already have proficiency in the skill, you add double your proficiency bonus to checks you make with it.

  • When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

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