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Orc

Ability Score Increase (Diverse Strengths). Your Main Ability score, Secondary Ability score and Extra Ability score each increase by 1. Select an ability score as the Main Ability, a different ability score as the Secondary Ability and yet another different ability score as the Extra Ability. 0 RP   Mortal Years. Despite the touch of outside forces, you mature and age at the same rate as humans. 0 RP   Savage Raiders. Your kind are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil. 0 RP   Paramount Stature. Your people are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. 0 RP     Determined But Slow. Your kind are slower, but move with steadfast purpose, easily surmounting the obstacles in your path. Your walking speed is 25 feet, and you have a climb speed of 25 feet. - 1 RP   Steadfast and Stubborn. Your kind slowly amble forward, but nothing and no one can halt your advance. Your base walking speed is 20 feet. Your speed is not reduced by wearing heavy armor. Once per turn you may make a shove attack as a bonus action. 2 RP   Blood Frenzy. The sight of carnage and gore can send your kind into a frothing mad frenzy. Whenever you deal damage for the first time in a turn, you must make a Wisdom saving throw with a DC equal to 8 + half the damage dealt. On a failed save you enter a blood frenzy for 1d4 rounds. If you are already in a blood frenzy, a failed save extends the blood frenzy’s duration by 1d4 rounds. While in a blood frenzy you must make an attack action if able and you must use any available attacks against creatures within your reach. If there are multiple creatures within your reach, determine which creature you attack at random. If there are no creatures within your reach, you must move towards the nearest creature, choosing one of the nearest creatures at random if there are multiple creatures. - 6 RP   Bloodlust. Your kind relish the kill and mercy is far from your mind in the heat of battle. You cannot choose to inflict non-lethal damage on your attacks. - 1 RP   Darkvision. You have superior vision in dark and dim conditions. 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. 1 RP   Bare Knuckles. Your kind has great cudgel-like fists. When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike. 1 RP   Charger. Your kind work best when taking your opponents head on. If you move at least 10 feet straight toward a creature and then hit it with a melee attack on the same turn, you can cause the melee attack to do extra damage to the creature and attempt to shove the creature as part of the attack. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. 3 RP   Natural Grappler. Through either athletic skill or natural advantage, your kind are especially suited towards grabbing an opponent and carrying them away. You have a +2 bonus on Strength (Athletics) checks made for grappling. While you are grappling a creature, you may move with a grappled creature at your full movement speed rather than at half speed as normal. 2 RP   Unprotected Mind. You are vulnerable to psychic damage.- 2 RP   Flammable. You are vulnerable to fire damage. - 3 RP   Melting. You are vulnerable to acid damage - 3 RP   Impact Resilience. You have resistance to non-magical bludgeoning damage. 5 RP   Shear Vulnerability. You are vulnerable to slashing damage.- 4 RP   Armory Master. Your kind train for every battlefield and threat. You have proficiency with light armor, medium armor, heavy armor, and shields. 8 RP   Cornered Animal. Your kind have survived against long odds, you refuse to give up even when your back is against the wall. While you are below half of your maximum hit points and there are 3 or more hostile creatures within 5 feet of you, your AC increases by 2 and you gain a +2 bonus to your attack rolls. 1 RP   Obvious Weak Point. Your kind have a glaring weak point (or points) that your opponents can target. Creatures can target your weak point by making their attacks at disadvantage. Attacks that successfully hit your weak point are critical hits. - 4 RP   Steadfast. Your kind are used to great battles and are unshakable while the warrior to your side still draws breath. You can’t be frightened while you can see an allied creature within 30 feet. 3 RP   Orators of the Horde. You can speak, read, and write Common, Goblin, and Orc. 1 RP   Feels no Fear. Your kind are born with courage in their hearts. You have advantage on saving throws against being frightened. 2 RP   Bashing __. You may select this trait only if you’ve already selected an offensive trait that includes an alternate damage for making unarmed strikes. That alternate damage changes to bludgeoning damage instead of any other damage type. 0 RP  
Orc subrace
Generic article | Dec 6, 2021

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