Minotaur [Krynn]

by wotc

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Minotaur

In the world of Krynn, the setting of the Dragonlance saga, Minotaurs live in an honor-based society where strength determines power in both the gladiatorial arenas and in daily life. At home in both land and sea, the minotaurs of Krynn are ferocious sea raiders who rang as the ablest and most dangerous sailors in the world.

Arrogant Conquerors

Minotaurs embrace the notion that the weak should perish and the strong must rule---and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age.

The minotaurs' arrogance stems from a combination of strength, cunning, and intellect---three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals.

Trial by Combat

Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor's, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus.

The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the circus to earn their passage to adulthood.

Participating in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring the strong survive, and that the weak are set aside before they can undermine their superiors' grand schemes of conquest.

Honor above All

For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individul minotaurs and their families. Defeat invokes a stain that only death can fully wash away.

Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to f riends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs' virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver.

Sea Reavers

In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focus their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across t he water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered.

Minotaur Names

Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live uup to the ideals of their ancestor. On Krynn, clan ames are always preceded by the prefix "es--" for minotaurs from Lands controlled by the island of Mithas, or "de--" for minotaurs from areas under the sway of Kothas.

Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas

Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia

Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan

Minotaur Bonds

When creating a minotaur character rooted in Krynn, you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background's bond or a bond of your creation

d6 Loot
1 My opponent in the circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have bee branded a coward
2 I'm the last of my clan. If I die without achieving great deeds, the hero who is my clans patron will be forgotten.
3 I was part of a raiding party that was defeated and enslaved. I've escaped and sworn revenge.
4 I never shared my people's love of violence. I'm part of a conspiracy to topple the emperor's violent regime.
5 I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I'm expected to leave secret messages telling my people of villages and towns that are ripe targets for conquest.
6 I'm the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life.

Minotaur Traits

Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.

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

Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness pushes them 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.

Horns. Your horns are natural melee weapons, with which you're proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your strength modifier.

Art Credits

Burning village background courtesy of royalty free google image search. Both Minotaurs drawn by https://willobrien.deviantart.com/ on deviatart.

 

Goring Rush. Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make on 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 attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you.

Menacing. You have proficiency in the Intimidation skill.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages You can speak, read and write common and minotuar.

Variant Minotaur: Three Virtues

Minotaur society places great value in the three virtues of Strength, Cunning, and Intellect. To that end, many Minotaurs train from a young age to attain perfection in one of these virtues. At your Dungeon Master's consent, you may choose the following traits over of your Ability Score Increase. Ability Score. Your strength score increases by two. Conquerer's Virtue Your choice of your Strength, Intelligence, or Wisdom score increases by 1.

 

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