Orc (5e Race Variant)

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Orc[edit]

See 5e SRD:Orc.

Orc Names[edit]

Male Orc Names: Deneh, Feng, Gell, Henk, Holg, Imsh, Kelh, Krusk, Mhurren, Ront, Shump, Thokk, Stunkbug, Gunkbog

Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shaulha, Sulha, Vola, Volen, Yevelda

Orc Traits[edit]

A race of brutal warriors who know little of mercy or kindness.
Ability Score Increase. Your Strength score increases by 2.
Age. Orcs are short-lived, reaching adulthood at around 12 and usually only living around 50 years.
Alignment. Given their culture and religion, orcs tend towards chaotic evil.
Size. Orcs are tall and burly, usually standing over 6 feet tall and weighing 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.
Menacing. You have proficiency with the Intimidation skill.
Languages. You can speak, read and write Common and Orc.
Subrace. There are four subraces of orc: Common Orc, Orog, Water Orc, and Purple Orc.

Common Orc (Green/Brown Orc)[edit]

Traditional common orc culture is extremely warlike and when not at war the race is usually planning for it. Most orcs approach life with the belief that to survive, one must subjugate potential enemies and control as many resources as possible, which puts them naturally at odds with other races as well as themselves. This belief is spurred in part by Gruumsh and his pantheon, which teaches that all races are inferior to the orcs. Eyes of Gruumsh are orcs especially tied to the one-eyed god and offer sacrifices, read omens, and advise tribes through Gruumsh's will. For millennia common orcs have plagued civilizations as raiders and pillaging hordes with orc tribes united under the banner of Gruumsh.

Ability Score Increase. Your Constitution score increases by 1.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
Savage Demise. When you are reduced to 0 hit points, before you fall unconscious, you can use your reaction to make one attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Orog (Grey Orc)[edit]

Orogs, also called elite orcs or greater orcs, are the much larger kin of normal orcs. They usually reach well over 6 feet tall but closely resemble normal orcs in all ways except build: orogs are much stronger and stockier. It is believed that orogs are the result of the union of a male orc and a female ogre. In contrast to lesser orcs, orogs are highly disciplined and straightforward. Orogs within an orc community quickly rise to leadership positions within their clan, although in orc armies the orogs will segregate themselves into all-orog military units. Orog military units are highly organized, tactically superior, and far more dangerous than those of normal orcs. Such orog units form the vanguard of the army to which they belong. Orogs do not separate themselves into their own clans, despite their tendency to self-segregate while in an orc army. It is due to their ogre ancestry Orogs can live up to 100 years.

Ability Score Increase. Your Intelligence score increases by 1.
Martial Adept. Because of your training, you can perform special combat maneuvers. You gain the benefits of the Martial Adept feat.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tactical Genius. Orog are master tacticians. If you miss an attack roll with a weapon, you can choose to draw upon your knowledge of warfare, gaining a bonus to your roll equal to your Intelligence modifier (minimum 1). Once you use this trait, you can't use it again until you complete a short or long rest.

Water Orc (Blue Orc)[edit]

Water orcs are a society who live in touch with the elemental plane of water or by the ocean. These orcs follow a path very similar to their green-skin cousins as brutal raiders and fighters. Water orcs exemplify the water-born creatures turned to evil. Though slow to reach decisions, once a water orc chooses a course of action its resolve is harder to shift than a tidal wave.

Ability Score Increase. Your Dexterity score increases by 1.
Seaborn. You have a swimming speed of 30 feet, and you can hold your breath for up to 15 minutes at a time.
Aquatic Weapon Proficiency. You gain proficiency with the trident and net. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with nets. Additionally, attacking at long range doesn't impose disadvantage on your ranged attack rolls with a trident or net.
Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Extra Language. You can speak, read, and write Aquan.

Ur'ukia (Purple Orc)[edit]

Residing in the depths of the Underdark, there is a race of purple orcs. They are fully attuned to the dark, looking purple in the light, but in the shadows they're nearly invisible. In the Underdark, stealth and strength won't save you alone, and as a result the Ur'ukia are naturally weaker than their overworld counterparts, but they are far more clever. As such, in their home they are far more frightening to any weary traveller than any orc of the daylight.

Ability Score Increase. Your Charisma score increases by 1.
Dark Intuition. You had to do dark things, you had to learn even darker things. You gain proficiency in one skill of your choice from Arcana, Stealth, and Survival.
Frightful Screech. Rather than a mighty roar you can let out a high-pitched screech that forces creatures in a 30-foot cone that is not defeaned to make Constitution saving throw or be defeaned and frightened of you until the end of your next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. Once used, you cannot use this trait again until you complete a short or long rest.
Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Superior Darkvision. Your darkvision has a range of 120 feet.

Orc Random Height and Weight[edit]

Table: Orc Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5'1″ +2d10 140 lb. × (1d6) lb.

Orog Random Height and Weight[edit]

Table: Orog Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
6'8″ +2d8 200 lb. × (1d6) lb.
0.00
(0 votes)

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