Minotaur

Minotaurs were created by the Wayfarer. Minotaurs are natural explorers who serves as navigators on any ship worth its salt. Their uncanny ability to create infallible maps in their minds is an invaluable gift for naval travel. The minotaur homeland is a cluster of islands north of the Drajminus Bay in Asanora. They now live in many different island chains around the world.

Minotaur society is shaped by strength. Trials by combat are how most disputes are settled, and it is also how leaders are elected. If one cannot defend themself, then they are not worth the trouble of saving. Minotaurs are also rather serious about oaths and contracts, and they will almost always keep their words. They are also the most loyal companions a person can find, as long as that person proves their own worth.

Minotaur strongholds usually support themselves by piracy or slavery. The majority of their slaves are either lizardfolk and dragonborn from the Spiteferns or goliaths from Jotunlund and Wyltaryn. Most of these slaves are sold to the Karixti Empire, though the Elemental Court buys some as well.
 * -Ability Score Increase. Your Strength score increases by 1.
 * -Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
 * -Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
 * -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 push them toward evil.
 * -Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
 * -Speed. Your base walking speed is 30 feet.
 * -Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
 * -Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
 * -Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
 * -Labyrinthine Recall. You can perfectly recall any path you have travelled.
 * -Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
 * -Languages. You can speak, read, and write Common.