A warrior culture and strong beliefs give you traits you have in common with all Herataur.

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Ability Score Increase. Your Strength and Constitution scores increase by 1.

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Herataur reach maturity at around 16 years. They can live to about 100 years, but often choose a death in battle when they sense their bodies begin to weaken.

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Herataur follow their Khultan and clan into whatever it leads and can fall under any alignment.

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 Herataur are about 7 feet tall. Your size is medium.

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Your base walking speed is 30 feet.

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You can speak, read and write Common, Nekari, Braylore and another language of your choice. Braylore is spoken with grunts, snorts and gutteral sounds most humanoid races struggle to replicate.

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Horn Gore. You are never unarmed. You have horns that you can use to make an attack action. Your horns deal 1d6 piercing damage, and you add your Strength (or Dexterity) modifier to the damage roll. At 8th level, this increases to 1d8. At 15th level, this increases to 1d10.

Herataur Weapon Training. You have proficiency in lances, one and two handed axes and two handed hammers.

Flame of Hera. A life in and around battle hardens your will. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead once per long rest.

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Almost all Herataur are Herros; resembling minotaur with beastly fangs. They can occur with hooves or paws. Orron are more rare than Herros. Those of the realmstar Inferna are called Khazramet.

Herros

Most Herataur are Herros. These strong warriors are imposing, with large horns. Those with hooves tend to have slightly more bovine facial features, though all have fangs.

Ability Score Increase. Your Strength score increases by 1.

Orron

Orron have wooly fur and generally more passive, welcoming cultures. Named for the god of Water and peace.

Ability Score Increase. Your Charisma score increases by 1.