Ork | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ork

Orks come in a variety of flavors: knobs are big Orks that lead small groups into battle. Warbosses are Orks that have become fairly intelligent, and are able to lead masses into battle and coordinate strategies. Techboyz can work with technology and somehow make it work, and Weirdboyz are Psykers that need to remove the top of their skull, lest their brain become so big it wouldn’t fit otherwise. Ork society is primarily built around Klanz and tribes in a barbarian fashion, with warbosses at the top of the totem pole, warlords leading smaller warbands, and knobs leading small groups of Ork Boyz.
ability score increase: Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
age: Orks are known to live for short times, and for long times. When short, it is because of war. When long, it’s because of war making them strong enough to live longer. There are no Orks that have died from old age, and most Orks reach maturity at a few months old
alignment: Orks care little for authority and live in a violent society ruled by the strong. Orks lean strongly towards chaotic alignments.
Size: Medium
speed: Your base walking speed is 30 feet
Languages: Orkish and Low Gothic
parent race:
race features:
  • Regeneration. Due to their fungal nature, Orks are able to regenerate lost limbs and body parts over a period of time. When maimed or mutilated by a weapon that does not deal fire damage, an Ork is able to replace the missing limb by rest itching it on through botched surgery, or by regenerating it over a period of one week.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • WAAAGH!. 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.
Colors. Orks can paint themselves colors to varying effects. At the end of a long rest, you can choose a color to paint yourself, to gain one of the following effects. You can only paint yourself one color at a time.
  • Red. Red is the fastest color. You ignore the movement penalties of nonenhanced difficult terrain.
  • Green. Green is the strongest color. You gain proficiency in Athletics and Intimidation.
  • Black. Black is the hardest color. While you are not wearing heavy armor, your AC is increased by 1.
  • Camouflage. Camouflage is the hardest color to see. You know the psychic power invisibility, and you can cast it, only targeting yourself. You can choose Wisdom or Charisma to be your psycasting ability for this power. Once you use this trait, you can’t use it again until you complete a long rest.
  • Yellow-and-Black Hazard Stripes. You have advantage on Deception checks to convince other Orks that you are, indeed, an Iron Warrior space marine.

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