Ondonti (5e Race Variant)
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The peaceful ondonti seek harmony with nature, taking just what they need from the environment. The ondonti are a subrace of orcs.
|An ondonti farmer|
On the surface, ondonti appear very similar to orcs due to the two races being closely related. They usually have grayish skin, muscular bodies, pointed ears and large lower canine teeth that resembled boar tusks. Ondonti tend to be over 6 feet tall.
The ondontis taught their young, via oral tradition, that thirty of their kind were brought to their ancestral homeland by a group known as "the Founders" and were taught the tenets of Eldath's faith in the form of the Tarek-Passar (the Way of Peace). There are theories that the original ordontis were gray orcs, although further details about this have been lost to history.
They were first discovered by a Zhent scouting party, living in an isolated part of the Tortured Land as fifteen scattered tribes. Owing to their pacifist nature, fourteen of those tribes were quickly captured by Zhentilar raiders and taken to the Citadel of the Raven to be used as slaves. They were viewed as superior slaves when compared to over races because their strength and nonviolent attitude make them better suited to manual labor that only required light supervision. The final tribe was said to have been guarded by the divine magic of ondonti clerics and by a divine servant of Eldath, whom all of the tribes worshipped.
The ondonti captured by the Zhents were used as slaves. They were powerfully built and not at all unruly, so could be relied upon to work well with only light supervision. A selective breeding and training program was also attempted where ondonti young were raised among the mountain orc soldiers of the Citadel and trained as fighters. While the shift in moral outlook was mostly successful, it was not known what the results of this program were.
Ondontis are nearly the opposite of orcs socially, althought outwardly they appear quite similar. Ondontis desire peace, harmony with the environment and a full family life. They live as peaceful farmers and gatherers, taking only what they need from the land to survive. An ondonti is normally kind, dependable and peaceful.
Magic that caused harm is taboo and an ondonti would rather die themselves than kill another sentient being. The only time killing occurs in ondonti society is for food or if a creature was incurably insane or diseased. All ondontis are taught a few magic spells to aid them. Most proficient ondonti magic users are clerics of Eldath, who pray for defensive and curative spells. These clerics are revered in ondonti society.
Ondontis reproduce at about the same rate as their orc cousins, but can live longer, (about 60 years), due to the use of curative divine magic. Since pregnant ondontis and infants were closely monitored by the clergy, the mortality rate for infants is almost zero.
In more recent times, a new subset of ondonti came into being. This faction of ondonti believe in the balance of nature and peace like other ondonti but do not believe in pacifism. They see ondonti culture as celebrating strength and survival as well as farming, hunting, family and peace. They do not believe in raiding or warring, but will take up arms to protect themselves.
Ondonti are closely related to orcs and as such have similar names.
Male Names: Bruegar, Druuk, Gar, Grumbar, Karash, Omotar, Rheen, Tharag
Female Names: Betharra, Franch, Grigri, Huru, Kansif, Neske, Ovak, Varra
Ability Score Increase. Your Strength increases by 2 and your Wisdom increases by 1.
Size. Ondontis are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Peaceful Magic. You can cast the Purify Food and Drink spell once. Once you reach 3rd level, you can cast the Sanctuary spell once. Once you reach 5th level, you can cast the Barkskin spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Orc.