Deep Orc (5e Race Variant)
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Deep Orc[edit]
These orcs were raised within a place where sunlight did not reach. They were kept deep within the roots of the mountains of the Spine they called home, where they evolved to become some creature other than a simple orc. It is said aberrational influences had a hand in their change, but this remains to be proven. These orcs are known to have unique armors and weapons with designs that many find either highly interesting or utterly grotesque.
This race variant replaces the darkvision, and aggressive traits.
- Superior Darkvision. You can see in dim light within 120 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.
- Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
- Deep Denizen. The darkness breeds a strangely fear-resistant mind, though few can command it at will. If you are frightened, you may end the condition at the end of your turn, without using an action. Once you use this trait, you can’t do so again until you finish a long rest.
- Darkforged. Deep Orcs train from an early age at their tribal forges. You are proficient in smith's tools. In addition, you can spend an hour using these tools to augment a piece of armor or weapon with exotic extensions, increasing its worth by 25 gp.
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