Homebrew Rhinofolk Species Details

The humanoid rhinoceros called rhinofolk are distant cousin of the loxodons in the lands of Alt'Erde. Known to be short tempered and can be at times impetuous and rash with their actions. Easily provoked into action, rhinofolk are a fearful sight when in full charge. They are considered a little a gullible,  but are fierce loyalty, and unwavering in their conviction and make tremendous bodyguards.

Intimidating Brutes

Rhinofolk tower above most other humanoids, standing over 7 feet tall. They have the heads—horns and faces—of rhinos, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of rhinos.

Like that of a rhinoceros, a rhinofolk's horn is a useful weapon. 

Poor Eyesight

Rhinofolk formidable horns, are known to possess a peculiar physiological limitation: poor eyesight. Despite their intimidating appearance, their large, bulbous noses, a defining feature of their race, obstruct their line of sight, limiting their field of vision.

Relentlessly Loyal

Rhinofolk believe in the value of family and loyalty. Some find attaching themselves to a group of friends that become a surrogate family.

Rhinofolk, known for their unwavering loyalty and formidable presence, excel as bodyguards, fiercely protecting those they hold dear. Their towering height, muscular frames, and thick rhino-like skin provide an intimidating deterrent to potential threats. Rhinofolk possess an innate sense of vigilance and keen instincts, swiftly intercepting any danger that may approach their charge. They are trained in various combat techniques, utilizing their strength and endurance to neutralize adversaries effectively.

However, beneath their tough exterior lies a profound sensitivity. Rhinofolk place immense value on trust and loyalty, considering it a sacred bond. If their trust is betrayed or broken, they are deeply wounded and struggle to reconcile the shattered connection. The pain they experience stems from the shattered belief that they were valued and worthy of respect. This breach of trust can leave lasting emotional scars, making it difficult for them to fully trust others in the future. Despite their unwavering dedication, Rhinofolk are not without their vulnerabilities. The pain of betrayal can linger, casting a shadow over their otherwise honourable nature.

Rhinofolk Names

A rhinofolk's name includes subtle tones, produced in a rhinofolk's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-rhinofolk's can’t distinguish these underlying tones, let alone produce them, rhinofolk's often have nick names that other common speakers can pronounce. 

 

Rhinofolk Traits

Your rhinofolk character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age

Rhinofolk physically mature at the same rate as humans, but they live about 300 years. Due to their short tempers they are considered to be immature to the age 70 when they start use the life experiences, before their brute strength.

Alignment

Most Rhinofolk are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.

Size

Rhinofolk stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speed

Your base walking speed is 30 feet.

Natural Armor

You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Horns

You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush

Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

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 push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Languages

You can speak, read, and write Common and Rhinoxi.

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