Tranorn
A stocky body with a ferocious fighting appetite. These Rhino-like humanoids are tenacious to their core. They are honor-bound hunters who seek glory in battle, and to persevere against unwinnable odds. It's no surprise all of their gods are masterful megabeast hunters, as many seek to carry on the tradition of hunting powerful monsters and beasts. Originally ruling over the known world before the introduction of metal, they now sit at the very bottom politically, struggling to grasp what little they still have.
Fluent Presence: You have proficiency in one of the following skills of your choice: Persuasion, Investigation.
Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush: Immediately after you use 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.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Inspiring Roar: You grant all allies within 10' of you to add an additional 1d4 damage to their next attack. Once you use this trait, you can't use it again until you finish a short or long rest.
Tranorric Training: You are proficient with two martial weapons of your choice.
Physical Description
They stand anywhere between 6' to 7' tall, often weighing about 3 times as much as an ordinary human. Their thick leathery skin adds as a natural defense against most sharp and blunt objects, in addition to their dense bone structure providing ample protection for their organs. Their head comes with two sets of horns, with one closer to their eyes being considerably smaller. In addition they have two enlarged knuckles that protrude and shape into horns once they get into later stages in their lives.Society
Tranorn society has a strong connection between law, and honor. A well-known example of this is stores, most if not all are not staffed throughout the day yet remain open at all times, allowing anyone to talk in and just take whatever is inside. Most have pottery bowls or baskets you leave behind equivalent wealth with what you took. Breaking societal honor has several negative consequences, such as public shame, loss of honor/pride, and possibly outlawry or duels of honor. Given the lack to validate or double-check forms and peoples words have made most hill-forts welcoming to travelers as there is an innate trust given into them where as most places require trust to be proven.Mechanical Information
Tranorn
Ability Score Increase +2 Con, +1 Str
Size Medium
Speed 30'
Age: Most Tranorn reach physical maturity after 15 years, and can live around an entire century.
Alignment: Loyalty and truths are a focal-point in Tranorric society. He who deceives and lies to his betters are no better than the average wandering vagrant. While there is a sense of working together for the greater good of their community, it is often those who seek positions of power over others who fill leadership positions. Overall, they lean towards lawfulness with a small margin towards good.
Size: They stand between 6' up to 8' tall. They often sport stocky, hardy builds.
Language: You speak Modern Tranorric, as well as one language of your choice
Racial Traits
Natural Armor: You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Dexterity 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. In addition, you can use your Constitution modifier instead of your Dexterity modifier to determine your AC.Fluent Presence: You have proficiency in one of the following skills of your choice: Persuasion, Investigation.
Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush: Immediately after you use 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.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Inspiring Roar: You grant all allies within 10' of you to add an additional 1d4 damage to their next attack. Once you use this trait, you can't use it again until you finish a short or long rest.
Tranorric Training: You are proficient with two martial weapons of your choice.
Type: Humanoid (Unclassified)
Origin Planet: Sigom
Governments: Kingdom of Tranorn
Demonym: Tranorric
Random Starting Age
Teenager: 16 + 1d4 years
Young Adult: 18 + 2d6 years
Adult: 26 + 4d8 years
Random Starting Height
Small: 5'6" - 6'
Medium 6'1" - 7'6"
Large 7'7 - 8'
Origin Planet: Sigom
Governments: Kingdom of Tranorn
Demonym: Tranorric
Random Starting Age
Teenager: 16 + 1d4 years
Young Adult: 18 + 2d6 years
Adult: 26 + 4d8 years
Random Starting Height
Small: 5'6" - 6'
Medium 6'1" - 7'6"
Large 7'7 - 8'
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