Orcs

Races
/
Character Options
Orcs
Playable Race
Source
  • EAE

Description

Orcs were a threat to the civilised cultures of Auriin for most of the world's history. They were uncivilised savages, organising themselves into hunting parties and hordes, constantly on the move and destroying everything in their path if left uncontested.

Most orcs were impatient and quick to anger, rarely considering any other means of overcoming challenges but with violence. While not creatures of deep thought, orcs exceeded most others at simply getting things done - even if their methods weren't the most clean or efficient.

Orcs seldom lived longer than forty years, even if they managed to avoid a violent death on the battlefield. They lived quickly, constantly at war or planning for it, as much as orcs planned for anything. Most orcs believed that in order to survive, one must subjugate their enemies, and for an orc, most anyone outside of their horde was an enemy.

Territory

Orcs were found in many places in Auriin, though some areas had a higher concentration than others. Any of the untamed wildernesses between the settlements of the continent may have been home to an orc horde, or several.

In incredibly rare circumstances, an orc could find refuge within a settlement of a non-orc race. It was not unheard of for an orc, exiled for being too weak or too gentle for their horde, to seek a home among humans, dwarves, or even halflings.

It is believed that orcs were at some point entirely eradicated from the island of Dovrok.

A map of Auriin depicting the distribution of different Orc subraces across the continent.

A map of Auriin depicting the distribution of different Orc subraces across the continent. [view enlarged]

Orc Traits

Your orc character has the following racial traits.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

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 discern colors in that darkness only as shades of gray.

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 one other language that you and your DM agree is appropriate for your character.

Subraces

Grey Orcs

Grey orcs were most often found in the plains of the western regions of Auriin. They were among the least bestial of orc subraces in their appearance, with less prominent tusks and a more slender build than the more archetypal mountain orcs. Grey orcs were the most likely to fit in with other humanoid societies, preferring more refined foods and clothing, and the more advanced tools and weapons pioneered by other races.

Grey Orc Traits

Long Stride. Your base walking speed increases to 35 feet.

Grey Orc Weapons Training. You have proficiency with the greataxe, javelin, and longbow.

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.

Mountain Orcs

Mountain orcs were native to the craggy mountainsides of the continent's heartlands. They are the most abundant and typical variety of orc throughout Auriin, known to most as a savage, warlike culture; mountain orcs were responsible for countless invasions and massacres throughout history. Despite their broad stature and heavy, muscular bodies, mountain orcs were bred to climb, more adept than even goliaths at scaling cliff faces and leaping between crags.

Mountain Orc Traits

Mountain Orc Weapons Training. You have proficiency with the greataxe, javelin, spear, and war pick.

Climber's Grip. Whenever you make an Strength (Athletics) check related to climbing, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Additionally, you can climb rocks or rough surfaces without a rope like you are using one.

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.

Orogs

Orogs were large, pale orcs, touched by the Underdark, granting them minor innate magical abilities. An orog was rarely sighted above ground, and seldom in groups. Unlike most orcs, orogs spent most of their lives in isolation, hidden away in caves deep below the surface. When they did surface, they were sometimes seen as casters or heavy support within the hordes of other orc subraces.

Orog Traits

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Orog Magic. You know the resistance cantrip. When you reach 3rd level, you can cast the false life spell once per day. When you reach 5th level, you can also cast the warding bond spell once per day. Charisma is your spellcasting ability for these spells.

Orog Weapons Training. You have proficiency with the greatsword, greataxe and handaxe.

Red Orcs

Red orcs are the shortest and slightest variety of orc found wandering the wilds of Auriin. Their hordes are relatively small, but remarkably vicious. Red orcs are known to spring sudden attacks on unprotected villages in the dead of night, often using fire as their destructive weapon of choice, making sure to strip the settlement of its food and valuables before leaving it to burn. Red orc hordes are most often sighted in the arid Morlan plains.

Red Orc Traits

Fire Resistance. You have resistance to fire damage.

Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.