Order of the Roll - Dungeons and Dragons Rhinofolk - Order of the Roll

Rhinofolk

D&D Rhino Folk Race

The Rhi­no Folk are impos­ing beings resem­bling upright rhi­noc­er­os­es, dressed in cloth­ing inspired by Viking cul­ture. They are known for their mas­sive builds, rugged appear­ance, and fierce war­rior spir­it. They often wear leather or met­al armor, some­times topped with horned hel­mets. Their bod­ies are fre­quent­ly adorned with tat­toos depict­ing their clan, vic­to­ries, or spir­i­tu­al sym­bols. Long, wild hair and thick manes are not uncom­mon among them.

Nomadic Warriors

These nomadic war­riors dwell along rocky shores, islands, or float­ing vil­lages often in places they once raid­ed or col­o­nized. Though feared for their bru­tal raids, the Rhi­no Folk are also skilled sailors, fish­er­men, hunters, traders, and ship­builders. With their stur­dy ves­sels, they sail to dis­tant lands for trade, con­quest, or some­times to estab­lish new set­tle­ments.

Life and Culture

Life among the Rhi­no Folk revolves around com­mu­ni­ty, bat­tle, hon­or, and cel­e­bra­tion. They are famous for their exu­ber­ant feasts where rum and oth­er strong drinks flow freely. Their camps echo with songs, horn blasts, and roar­ing laugh­ter that can be heard far across the coast.

Hrothørn

Each clan is led by a charis­mat­ic fig­ure known as the Hrothørn. This leader sets the laws of the clan and judges inter­nal dis­putes. Any­one who dis­agrees with the Hrothørn’s rule may chal­lenge them to a rit­u­al duel intense and often dead­ly com­bat where the strongest claims lead­er­ship.

Hunting Traditions

Beyond their skill in war, Rhi­no Folk are also excep­tion­al hunters. The horns of cap­tured beasts are often craft­ed into drink­ing horns or warhorns, used in bat­tle or sacred rit­u­als. Musi­cal­ly inclined clan mem­bers may even carve them into flutes or oth­er wind instru­ments.
Each clan bears its own dis­tinc­tive shields, dec­o­rat­ed with sym­bols rep­re­sent­ing their fam­i­ly, his­to­ry, or home­land.

Stats

  • Abil­i­ty Score Increase.Your Strength increas­es by 2.

  • Size. They stand between 6 and 9 feet. Rhi­no­folk often weigh 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. While unar­mored, your Armor Class is equal to 12 + your Dex­ter­i­ty mod­i­fi­er. You may use a shield and still gain this ben­e­fit.

  • 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.

  • Pow­er­ful Build. Rhi­no-folk count as one size larg­er when deter­min­ing your car­ry­ing capac­i­ty and the weight you can push, drag, or lift.

  • Momen­tum. When you Dash, you can move an addi­tion­al 10 feet.

Subraces

Black Rhi­no-Folk

Known for being one of the rarest rhi­no­folk, black rhi­no­folk are known for their lux­u­ri­ous dark­er skin. They are renowned for their abil­i­ty to speak with beasts and uti­lize them for recon­nais­sance in plan­ning war strat­e­gy in areas with nature.

  • Abil­i­ty Score Increase. Your Wis­dom score increas­es by 1.

  • Ani­mal Speech. You can speak with ani­mals as if under the effect of the spell speak with ani­mals.

Great-Horn Rhi­no-Folk

Per­haps the most bel­liger­ent of the rhi­no­folk, the great-horn sub­race are always proud of their large ivory horn and are known to dec­o­rate it with spoils of war to show­case their nat­ur­al weapon.

  • Abil­i­ty Score Increase. Your Con­sti­tu­tion score increas­es by 1.

  • Large Horn. Your horn is much larg­er than oth­er rhi­no­folk. It is a nat­ur­al weapon which you can use to make unarmed strikes. If you hit with it, you deal 1d6 pierc­ing dam­age instead of the blud­geon­ing dam­age nor­mal for unarmed strikes.

White Rhi­no-Folk

The white rhi­no­folk are known for being the quick­er reac­tionar­ies of their kin.

  • 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.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, SKÅL and one oth­er lan­guage that you want.
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