👥5e - Orc👥

Wikibox

👥5e - Orc👥

Aliase

Regelwerk Heritage Orc.png

Creature Type(s)Humanoid
Life Span80 Years
SizeMedium
Base Speed30 ft.

No one is sure where exactly orcs came from. Some say it was some sort of mistake the gods made, when granting a human a boon, some say orcs have just appeared. No one can say for certain.

Orcs are passionate and fearless above all else. When their passion is allowed to flourish, an orc can easily become widely renowned for their skills in the arts or whatever area catches their interest.

All orcs share similar physical features, such as skin that comes in shades of gray or green, large boarish tusks, dark hair, large muscular figures, and pointed ears.

Due to the frequent conflicts of some tribes, orcs are considered to have particularly short life spans, though this isn’t entirely true. Outside of combatoriented tribes, an orc can live quite a while-though not quite as long as humans, this is a far cry from the life span of decades many assume they have.

Orc Traits

Age: Orcs mature faster than humans, reaching adulthood around age 16. Their maximum life span is about 80 years.
Size: Medium (6-7 feet / 180cm - 210cm)
Speed: 30 feet

Adrenaline Rush

You can take the ⚔️Dash-Action as a Bonus Action. When you do so, you gain a number of ❤️Temporary Hit Points equal to your Proficiency Bonus. You can use this trait once between long rests.

Powerful Build

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

Relentless Endurance

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.

Orcish Gifts

While most orcs are all lumped into the same category, there are actually multiple orcish heritages that hail from different regions and environs. Those whose ancestors are from barren deserts have adapted in different ways from those who historically dwelled in the forests or plains. Additionally, those few tribes that revel in battle have grown to have different traits than those that value family or their ancestors above all else. In addition to the traits granted by your orcish heritage, choose one of the following heritage gifts:

Acclimatized

Your family hails from an area known for its extreme conditions, such as the arctic, desert, or even a particularly treacherous swamp. Even if you have not spent much time there, the ability of your family to adapt to their living conditions has been passed down to you. Orcs with this gift can vary wildly in appearance due to the area which they are from; those from the desert may have taken on a paler, dusky skin tone in order to survive the heat, while those from the arctic may have a coating of fine hairs and darker skin tones in order to retain heat.

Just Like Home: Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created 🏔️Difficult Terrain of that type. Additionally, you gain an expertise die on skill checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic — cold, desert — fire, mountain — lightning, swamp — poison.

Ancestral Blessing

Orcs with this gift are believed to have been blessed by their ancestors. Every family has their own beliefs for why this occurs; it could be to honor the good deeds of their parents, the success of their clan in battle or the arts, or even to take pity on a child in a desperate situation. Orcs with this heritage often seem to have a sort of divine aura that sets them apart. You have the following traits:

Divine Protection: You have resistance to radiant damage.
Touch of Divinity: You know the ☄️Resistance cantrip. In addition, you can cast the ☄️Shield spell once per long rest.

Magic Adept

The true origin of the magic adepts — the odanti — has been lost to time, but the elders tell tales of fey-touched ancestors and the tribe’s proclivity for magic.

You are born with magic coursing through your veins, and are able to utilize it in a number of ways. You learn one cantrip of your choice from the ☄️Arcane Spell List. At 3rd level, choose one 1st- or 2nd-level spell from the arcane spell list. You can cast the chosen spell without any material components once per long rest. A 1st-level spell chosen this way can be cast at 2nd-level using this trait, if the spell allows. INT, WIS or CHA is your Spellcasting ability for those spells (whichever is highest).

Orc paragon

Starting at 10th level, you become a paragon of orcishness. You gain one of the following features:

Everlasting Fight

You gain the following traits:

Armor Class: Your Armor Class increases by 1
Mighty Attacks: When you score a critical hit with a weapon attack, you don’t roll your extra damage for that critical hit, but deal maximum damage instead. You roll your normal weapon damage as usual.

Greater Blessing

You learn two spells from either the ☄️Primal or the ☄️Divine Spell List. Those two spells can be any combination of 1st to 3rd level spells. INT, WIS or CHA is your Spellcasting ability for those spells (whichever is highest).

Ward of the Weave

Choose two of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, slashing, thunder. You gain resistance against the chosen damage types.

Quellen

Quellen

Art: Mike Pape; D&D5e PHB 2024