A Revision of a Race That Doesn't Get Nearly Enough Love
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O F A revision of a race that doesn't get nearly enough love Sample file O F R n the Forgotten Realms setting, Orcs have much Primal Intuition. You have proficiency in two of the more diversity and depth than what is currently following skills of your choice: Animal Handling, Insight, presented in 5th edition. There are several subraces Intimidation, Medicine, Nature, Perception, and Survival. and cultures, which the information for in 5th Powerful Build. You count as one size larger when edition is severely lacking. In an attempt to remedy determining your carrying capacity and the weight you can this, this supplement will explore different subraces push, drag, or lift. Iof Orcs in an attempt to bring them to 5th edition. Languages. You can speak, read, and write Common and The changes made here do make the 5th edition Orc a bit Orc. more powerful, but as the current Orc stands (updated for Eberron), the Half-Orc still feels like a more powerful M O option. The mountain orcs of the North and the Spine of the World comprise the oldest and most numerous of the various orc subraces active on Faerûn. In fact, many people assume that O F all orcs are like the savage warmongers found in these Orcs are often presented and depicted as savage, regions, and do not identify gray orcs or even half-orcs as uncivilised, and monstrous people. However, this is far separate races. A mountain orc is quite obviously a from the case. While you can often find Orcish tribes who monstrous creature to most of the civilized folk of Faerûn. follow a more primal, chaotic culture under the guidings of Ability Score Increase. Your Constitution score Gruumsh the One-Eyed, Orcish tribes exist who lead a more increases by 1. druidic and peaceful lifestyle, often under the guidings of Aggressive. As a bonus action, you can move up to your Luthic. movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you O C started. Brute. Whenever you deal damage with a melee attack As an Orc, you have the following features and traits. roll and roll a 1 on any number of your damage dice, you Ability Score Increase. Your Strength score increases by can reroll those dice using the new roll. Once you use this 2. feature, you cannot do so again until you finish a long rest. Age. Orcs reach adulthood at age 12 and live up to 50 years. G O Alignment. The orcs of Eberron are a passionate people, A less bestial and more civilized subrace of orcs exist in the given to powerful emotion and deep faith. They are eastern lands, concentrated in the Moonsea and Endless generally chaotic, but can be any alignment. Size. Your size Wastes today, with a much smaller number scattered is Medium. To set your height and weight randomly, start through the various lands that lie between. A gray orc looks with rolling a size modifier: less bestial than their more savage northern kin, but is still Size modifier = 2d8 obviously nonhuman. Height = 5 feet + 4 inches + your size modifier in inches Ability Score Increase. Your Dexterity or Wisdom score Weight in pounds = 175 + (2d6 × your size modifier) (your choice) increases by 1. Speed. You have a base walking speed of 30 feet. Nomad. Your base walking speed increases by 5 feet, and Darkvision. You can see in dim light within 60 feet of you can move normally though difficult terrain. you as if it were bright light, and in darkness as if it were Bonus Language. You learn one additional language of dim light. You can't discern color in darkness, only shades your choice. of gray. O Orogs were orcs who lived and thrived in the Underdark. They looked like normal mountain orcs but were slightly taller, with larger ears and huge pale eyes. They are thought to have been blessed by the goddess Luthic, the wife of Gruumsh, who graced them with greater strength and wit than their Mountain Orc brethren. Ability Score Increase. Your Constitution and Charisma scores each increase by 1. Size. To set your height and weight randomly, increase your size modifier by 1d8. SampleSuperior Darkvision. Accustfileomed to life in the Underdark, your darkvision has a range of 120 feet, rather than 60. 1 Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Orog Training. You have proficiency with light and medium armour, as well as smith tools. Your speed is not reduced by wearing heavy armor. O The ondontis were a rare race of orcs living in an isolated part of the Tortured Lands of north Faerûn. They were brought up to be pacifists in the faith of Eldath, the Goddess of Peace and Quiet Places. They are distant from their cousins' culture, with very few actually being able to speak Orc. Ability Score Increase. Your Wisdom score increases by 1. Ondonti Magic. You can cast the sanctuary spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the barkskin spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Ondonti Resistance. You have advantage on saving C throws against being poisoned and charmed. DUNGEONS & DRAGONS, D&D, Wizards of the Distant Culture. You lose fluency with the Orc language. Coast, Forgotten Realms, Ravenloft, Eberron, the T dragon ampersand, Ravnica, Theros, and all other Wizards Tanarukks are Orcs whose blood has been tainted by of the Coast product names, and their respective logos are demonic blood. They are to Orcs as what Tieflings are to trademarks of Wizards of the Coast in the USA and other Humans. They're shorter and stockier than orcs, but have a countries. natural resistance to heat and overall greater toughness. This work contains material that is copyright Wizards of Ability Score Increase. Your Constitution score the Coast and/or other authors. Such material is used with increases by 2. permission under the Community Content Agreement for Demonic Blood. You have resistance to fire damage. Dungeon Masters Guild. Fiendish Maw. Your demonic bite is a natural weapon All other original material in this work is copyright 2020 with which you can make unarmed strikes with. When you by Feodor Romanenkov and published under the do so, it deals piercing damage equal to 1d6 + your Strength Community Content Agreement for Dungeon Masters modifier, rather than the regular damage for an unarmed Guild. attack. This feature replaces the base Orc’s Primal Intuition All art used in this work are made by Wizards of the trait. Coast for DM's Guild use. Sample file 2.