Race Features
Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks
Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell
Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws
Proficiency in the Intimidation skill
Two creature types: humanoid and monstrosity
Cap Increase
Level 4 Choice
Extra Attack - Can attack twice when taking the Attack action
Loyalty Boons
Loyalty 1
Old Salt - Resistance to Thunder and Lightning damage
Divine Sense (4)
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover
Lay on Hands (25)
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature
Woeful Warrior
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one)
Fighting Style
Defense
While you are wearing armor, you gain a +1 bonus to AC
Spell save DC
8 + your proficiency bonus + your Charisma modifier = 13
Spell attack modifier
Your proficiency bonus + your Charisma modifier = +5
Divine Health - Immune to disease
Oath - Time Warden
Channel Divinity - [ ] (Restored after short/long rest)
Time Rift
All allies within 30 feet have their current hit points reset to what they were at the beginning of your last turn. This can cause those that died to live again, and those that were brought back to life to die once more
Time Splinter
You disappear from existence until the start of your next turn. Doing so causes your hit points to be restored as though you are benefiting from a short rest, allowing you to spend hit dice as normal. You reappear at an available square of your choice within 30 feet
Class/Racial Features & Traits