Eliecc
2016-04-21, 12:18 AM
I know there have been some done in the past and that there is an official one.
However I wanted to make something that let the player play a large race instead of a mini minotaur.
So i'm looking for some feedback on what myself and a friend have come up with.
Ability Score Increase: Your Strength score increases by 3, and your Intelligence score decreases by 1 (+3 STR / -1 INT)
Age: Minotaurs mature at the same rate as humans and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 300 years.
Alignment: Because of their demonic heritage, Most minotaurs are chaotic in nature, most living their lives with cults to the Horned King or as bodyguards and mercenaries for hire. Although good aligned minotaurs do exist, the majority of their race choose a more neutral outlook on life.
Size: Minotaurs are much larger than other races, reaching heights well over seven foot by maturity and weighing well over 300 pounds. Your size is Large.
Speed: Your base walking speed is 35 feet
Darkvision: Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Powerful Build: You gain advantage on strength based skill checks and to grapple with medium or smaller creatures. Due to your size armor needs to be custom-fitted for you (this may cost additional gold).
Charge: If you move at least 10 feet in a straight line towards your target you can use an attack to gore them with your horns. On a hit, the target takes 1d10+Strength modifier piercing damage and must succeed on a Strength saving throw or be pushed up to 10 feet away and knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. Huge creatures have advantage on this save, while Gargantuan creatures are immune to the knockback effect.
Large & Cumbersome: You are considered three quarters cover for small and tiny creatures. However you have disadvantage on Acrobatic checks.
Menacing Presence: Due to your overbearing nature you have disadvantage on Persuasion checks when talking to small or tiny creatures, but have advantage on Intimidation checks.
Giant Fists: Due to your large appendages, you have disadvantage when using finesse weapons and can’t use ranged weapons, with the exception of heavy crossbows, longbows and large throwing weapons (javelins, throwing axes, etc) Your unarmed strikes deal 1d4 bludgeoning damage.
However I wanted to make something that let the player play a large race instead of a mini minotaur.
So i'm looking for some feedback on what myself and a friend have come up with.
Ability Score Increase: Your Strength score increases by 3, and your Intelligence score decreases by 1 (+3 STR / -1 INT)
Age: Minotaurs mature at the same rate as humans and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 300 years.
Alignment: Because of their demonic heritage, Most minotaurs are chaotic in nature, most living their lives with cults to the Horned King or as bodyguards and mercenaries for hire. Although good aligned minotaurs do exist, the majority of their race choose a more neutral outlook on life.
Size: Minotaurs are much larger than other races, reaching heights well over seven foot by maturity and weighing well over 300 pounds. Your size is Large.
Speed: Your base walking speed is 35 feet
Darkvision: Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Powerful Build: You gain advantage on strength based skill checks and to grapple with medium or smaller creatures. Due to your size armor needs to be custom-fitted for you (this may cost additional gold).
Charge: If you move at least 10 feet in a straight line towards your target you can use an attack to gore them with your horns. On a hit, the target takes 1d10+Strength modifier piercing damage and must succeed on a Strength saving throw or be pushed up to 10 feet away and knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. Huge creatures have advantage on this save, while Gargantuan creatures are immune to the knockback effect.
Large & Cumbersome: You are considered three quarters cover for small and tiny creatures. However you have disadvantage on Acrobatic checks.
Menacing Presence: Due to your overbearing nature you have disadvantage on Persuasion checks when talking to small or tiny creatures, but have advantage on Intimidation checks.
Giant Fists: Due to your large appendages, you have disadvantage when using finesse weapons and can’t use ranged weapons, with the exception of heavy crossbows, longbows and large throwing weapons (javelins, throwing axes, etc) Your unarmed strikes deal 1d4 bludgeoning damage.