Minotaur Guide 5e
Published on April 29, 2021, Last modified on May 5th, 2022
Wisnu Tan - Wizards of the Coast - Smelt-Ward Minotaur
What is this guide?
This guide is meant to give you an idea of whether or not the minotaur will be right for your 5e character build.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your minotaur. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- Black is a trait shared by many races and or will not impact the effectiveness of your character build
- Red isn’t going to contribute to the effectiveness of your character build at all
- Orange Situationally good, but a below-average option otherwise
- Green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
Tasha's Cauldron of Everything Update
Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.
What are Minotaurs in 5e?
Source: Guildmasters' Guide to Ravnica
Minotaurs are burly, battle-loving humanoids with the head, hooves, and tail of a bull. While they are known to solve their problems through violence, minotaurs enjoy spending time with their friends and know how to have a good time.
Minotaurs are a playable race found in Guildmasters’ Guide to Ravnica as well as in Mythic Odysseys of Theros. While they look similar between these two settings, their history differs. Depending on your campaign, you may choose to take inspiration from either of these settings. The minotaur’s racial traits are the same for both.
On the plane of Ravnica, most minotaurs are in either the Gruul Clans or the Boros Legion due to their love of battle. It is said that every minotaur in Ravnica is descended from a hero of old.
In Theros, most minotaurs serve a god. Those that are typically viewed as evil serve Mogis, while minotaurs that serve other gods are accepted in society and have even reached the status of hero in the past.
Minotaur 5e Traits
Ability Score Increase: +2 STR and +1 CON makes it pretty clear what the minotaur is intended for. You will want to pick a class that is on the frontlines swinging a melee weapon. Any other class or build will want to look elsewhere.
Size: Medium is the typical size of most races, and is neither good nor bad.
Speed: Minotaurs have a standard walking speed of 30 feet.
Horns: The minotaur’s horns do 1d6 damage, as opposed to the 1d4 damage that other races get from their natural weapons. Combined with Goring Rush and Hammering Horns, the horns are one of the most useful natural weapons available to any race.
Goring Rush: Goring Rush ensures that if you need to use the Dash action to get somewhere quickly, you don’t waste your turn and can make use of your bonus action. Attacking with a weapon would be better, but as your build will likely have a high STR bonus you will be able to deal significant damage with the horns.
Hammering Horns: Another useful option on the battlefield. Push an enemy off a cliff, into an ally’s area of effect spell, or just put some distance between yourself and the target so you can move without the fear of an opportunity attack.
Imposing Presence: Free skill proficiencies are always a welcome addition to any race, but the classes that pair best with minotaurs may find it difficult to make the most of Intimidation or Persuasion.
Sources Used in This Guide
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything
one might try building polearm mastery and sentinel to bully enemies in 1v1. as by the general polearm master + sentinel combo the enemy cant enter the attack range (one gets an opportunity attack once he does, with advantage and rooting effect thanks to sentinel). Minotaur can still freely attack the opponent, utilizing hammering horns to push him back out of the attack range after the attack. Opponents with less than 10 feet attack range wont be able to do anything :). Likewise, as for all sentinels, the enemy can be “imprisoned” in the attack range, as upon leaving an opportunity attack is provoked (sentinel nullifies disengage), which has advantage and rooting effect. uses two feats (ASI) though so its kinda high cost.