Table of Contents
Ferdinand the Minotaur
AC 16 HP 13 CG lvl 1 fighter
Str 18 (+4)*
Dex 16 (+3)
Con 17 (+3)*
Int 11 (+0)
Wis 11 (+0)
Cha 15 (+2)
Proficiency Bonus: +2
Skilled in: Acrobatics (+5), Athletics (+6), Animal Handling (+2), Intimidation (+4), Survival (+2).
Feat: Lucky. You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. You regain expended luck points when you finish a long rest.
Standard Minotaur
Ability Score Modifiers: +2 Strength, +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Normal.
Horns: You possess horns, which are a natural weapon that you have proficiency with. When you hit with a horn attack, you inflict 1d6 + Strength modifier Piercing damage.
Goring Rush: Immediately after you use the Dash action on your turn and move at least as far as your speed, 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 part of the Attack action on your turn, you can use your reaction to make a shove attack against that creature. You can only make this shove attack on a creature that is no more than one size larger than you and which is within 5 feet of you. The creature must succeed on a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you.
Menacing: You have Proficiency in the Intimidation skill.
Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types.
Class: Fighter
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics and Survival
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Background: Soldier
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.
Skill Proficiencies: Athletics, (Animal Handling)
Tool Proficiencies: One type of gaming set, vehicles (land)
Feature: Specialty
During your time as a soldier, you had a specific role to play in your unit or army. You were an infantry officer.
Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Characteristics
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
- Personality: I face problems head-on. A simple, direct solution is the best path to success.
- Ideal: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
- Those who fight beside me are those worth dying for.
- The monstrous enemy we faced in battle still leaves me quivering with fear.
Equipment
Moon touched Greatsword ('Diplomacy'): +6 to hit, 2d6+4 damage (reroll 1s and 2s due to Great Weapon Fighting).
Chain mail armor.
Longsword ('Debate'): +6 to hit, 1d8+4 damage onehanded, 1d10+4 damage twohanded (reroll 1s and 2s due to Great Weapon Fighting).
Light Crossbow ('Reason'): +5 to hit, 1d8+3 damage, 20 bolts.
Dungeoneer's Pack.
An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp
Background
Ferdinand has never been like the other minotaurs. A gentle soul in a big body, he wishes we could all just get along.
This didn't set well with his father Moostus, a decorated war hero. He thought that his so was a coward, and the military would whip him into shape.
Ferdinand tried to follow in his father's hoofsteps, but he couldn't get past the mindless killing the military required. After a devastating battle in which civilians were killed, Ferdinand ran away from the army.
He always tries to work things out, but when he needs to, he will use his greatsword Diplomacy to make a point. A very sharp point.
His future hopes and dreams include being part of a mootopian society in which minotaurs live a more enlightened lifestyle of peace