Homebrew:Amonkheti Minotaur: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:Kaladeshi Dwarf}}"
 
m Lithl moved page Homebrew:Amonhekti Minotaur to Homebrew:Amonkheti Minotaur without leaving a redirect
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
[[file:kaladesh dwarf.jpg|right|thumb|500px]]
[[file:amonkhet minotaur.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the dwarf race from [[Plane Shift: Kaladesh]]}}
{{ooc note|This is an implementation of the minotaur race from [[Plane Shift: Amonkhet]]}}
__NOTOC__
__NOTOC__
To the artisans of Kaladesh, a device’s beauty is almost as important as its function. Different artists, though, have different definitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures—one that functions perfectly, with a minimum of maintenance, despite the passage of years.
Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur—shorter in females—fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.


Dwarves don’t understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf’s work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was first built, if not better—and it will last.
Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph.


Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often finds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with firm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.
Minotaurs believe they hold a unique place among the races of Amonkhet. The khenra can look to Hazoret, the naga to Rhonas, and the aven to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.


== Dwarf Politics ==
== Ruthless and Reckless ==
Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edificers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential for making great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.
Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies.


Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate’s foundries. Mass production on the scale of the Consulate’s efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups.
== Combat Classes ==
Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, mauls, and two-handed khopeshes (treat as a greatsword), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious—and more humiliating to the loser.


== Kaladeshi Dwarf Traits ==
But though minotaurs are known for their physical size and strength, this hardly precludes the presence Neheb, the Worthy Chris Rahn of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural feroc - ity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly.
 
The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in par - ticular—the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use heavy bows and javelins, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible.
 
== Amonkheti Minotaur Traits ==
=== Ability Score Increase ===
=== Ability Score Increase ===
Your Constitution score increases by 2, and your Wisdom score increases by 1.
Your Strength score increases by 2, and your Constitution score increases by 1.


=== Age ===
=== Age ===
Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typi - cally 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 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 ===
=== Alignment ===
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.


=== Size ===
=== Size ===
Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.
Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.


=== Speed ===
=== Speed ===
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Your base walking speed is 30 feet.


=== Darkvision ===
=== Natural Weapon ===
Accustomed to life underground in your race’s ancient past, 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.
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.


=== Dwarven Resilience ===
=== Menacing ===
You have advantage on saving throws against poison, and you have resistance against poison damage.
You gain proficiency in the Intimidation skill.


=== Dwarven Toughness ===
=== Relentless Endurance ===
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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.


=== Artisan's Expertise ===
=== Savage Attacks ===
You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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 ===
=== Languages ===
You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
You can speak, read, and write Common and Minotaur.
[[category:homebrew subraces|Dwarf]]
[[category:homebrew subraces|Minotaur]]

Latest revision as of 03:40, 8 December 2022

(OOC: This is an implementation of the minotaur race from Plane Shift: Amonkhet)

Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur—shorter in females—fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.

Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defiance of their foes, and roar with laughter as they triumph.

Minotaurs believe they hold a unique place among the races of Amonkhet. The khenra can look to Hazoret, the naga to Rhonas, and the aven to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.

Ruthless and Reckless

Even those minotaurs who feel personal affinity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a fierce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fight without heed for their own safety, shrugging off the blows of their enemies.

Combat Classes

Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, mauls, and two-handed khopeshes (treat as a greatsword), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious—and more humiliating to the loser.

But though minotaurs are known for their physical size and strength, this hardly precludes the presence Neheb, the Worthy Chris Rahn of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural feroc - ity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of flame, or imbue their own horns and fists with searing heat to make their physical attacks more deadly.

The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in par - ticular—the opportunity to draw first blood, marking the moment when a battle has truly begun. Minotaurs use heavy bows and javelins, and take special delight in firing into the middle of enemy formations to sow as much chaos and confusion as possible.

Amonkheti Minotaur Traits

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 typi - cally 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 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.