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)
Astaroth's Chosen
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
The Labyrinth
Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell
The Sin of Tyre
Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws
Menacing
Proficiency in the Intimidation skill
Hybrid Nature
Two creature types: humanoid and monstrosity
Divine Health
Divine Sense
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 (60 Total)
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature
Cap Increase
Loyalty Boons
Loyalty 1
Old Salt - Resistance to Thunder and Lightning damage
Level 4 Choice
Fighting Style
Defense
While you are wearing armor, you gain a +1 bonus to AC
Extra Attack
Can attack twice when taking the Attack action
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Quicksilver Aura
At 7th level, the windings of time quicken around you, granting you and your allies that start their turn within 10 feet of you a 10-foot bonus to speed.
Level 8 ASI
Channel Divinity: 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.
Channel Divinity: 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.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Level 12 Feat
Class/Racial Features & Traits