Cool! He'll actually take the time to patch people up if he's out of healing spells now, lol.
I would like to take Sanctuary and Identify for my domain spells. I'm happy to lose Bane.
I'll take Lawful Neutral! To be honest I already thought he was, lol.
Took a look at the feats. Minotaur Vitality seems strong, I'll probably take that at level 4.
Bloodied Ferocity's first half also seems strong, but the second half seems to clash with Hammering Horns, the ability that Minotaurs get in Guildmaster's Guide to Ravnica.
Hammering Horns: "Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns."
Bloodied Ferocity: Whilst below half your HP total, you can shove a creature as a bonus action whenever you hit with a melee attack. If you move at least 10 feet just prior to making the attack or you have a club for your initiative card, then the shove becomes part of the Attack action."
On first read they seem to do much the same thing, aside from the shove becoming part of the Attack action instead of burning a bonus action.
Possibly you intend that Bloodied Ferocity skips the 'attempt' roll and you automatically pass the shove check? That would be cool, and I think would bring up the feat to be worth the loss of both stat increases.
Thanks for notifying me via message!
Edit: I was just thinking yesterday about how 5E tends to remove a lot of options for building your character with a specific goal or orientation in mind. Your own ruleset for 5E definitely adds those options back in, it's fun to play with.