Rhino-Folk (5e Race)
From D&D Wiki
"You do not want to be in the way of some raging Rhinofolk...it'll be painful to anything in its way"
Huge humanoids with a tough skin tinted grey. Two horns stand on their nose one big and one small. With a wide chest and huge height these creatures seem to have been bred for battle.
Conquest of War
Rhinofolk lead the way in siege warfare. As one of the most war-happy beast folk, it is rare to not see them engaged in a conflict...even if they have no part in it to begin with. They have mastered all the arts that is warfare, from infantry combat to full scale conquest. War is in their blood, that is what they are made for...it is what they strive for. Their inbound thirst for combat rivals that of the dwarves. Woe be to the adversaries of the Rhinofolk, for they won't stop until they win.
Rite of the Horn
Rhinofolk are taught since birth that they are not an adult until they complete the Rite of the Horn. It is usually, undertaken at the age of 12 when they reach the physical attributes of being an adult. The Rite of the Horn can entail any of the following: single unarmed combat, a quest for a weapon or other tool of war or a spiritual undertaking to contact the Beast Lord of the Rhino. Most notably, Rhinofolk take up arms to do single unarmed combat as it is seen as the "easiest" to do since they are taught how to fight the moment they can pick up a weapon. The quest for a weapon is undertaken if the young Rhinofolk wishes to seek a weapon for their household. The spiritual undertaking is usually seldom taken up as it is difficult for a Rhinofolk to reach the necessary level of enlightenment to be able to speak with the Beast Lord of the Rhino. However, those that are able to speak with the Beast Lord of the Rhino are revered as heads of spiritual matters and gain the title of Rhineran.
Rhinofolk have names of strength and power. Or names of prestige of accomplishments.
Male: Smokey, Rash, Wrath, Tough
Female:Sharkuisha, Shredder, Annabelle, Hilda
You are a tough humanoid with one big horn and a smaller horn behind
Ability Score Increase. Your Strength score increases by 2.
Age. Upon reaching the age of 12, they are physically an adult but must then enter the Rite of the Horn before being considered an adult.
Alignment. Rhino-folk are usually Neutral but any other is natural as well
Size. They stand between 6'-9'. Rhino-folk often weighs an average of 350 to 500 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Charge. Immediately after taking the Dash action, you can make an attack with your horn, as a bonus action, provided the creature is within range and you have moved more than 20 feet in a straight line towards the target. Upon hit, your horn deals 1d6 piercing damage plus your Strength modifier.
Tough Skin. You have a natural armor bonus of +1. When unarmored, your Armor Class is equal to 11 + your Dexterity modifier.
Wide Chest. Your chest is wider than most races. Due to this, armor that you wear must be made to accommodate your size. Modifications to the armor increase the base price by 50% not to include any additional charges by a vendor.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Powerful Build. Rhino-folk count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You speak, read and write, Common and one other language of your choice.
Subrace. Your subraces are: Black Rhinoceros, White Rhinoceros or Great-Horn Rhinoceros. Pick one.
Ability Score Increase. Your Dexterity score increases by 1.
Charge Control. You are able to dodge people in your way while charging. When you take the Dash action, until the start of your next turn, opportunity attacks made against you are at disadvantage.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5'10″||+3d6"||350||5 × (5d6) lb.|