Ability Score Increases
Half-Orc Ability Score Increase: Str +2; Con +1
Iass Ability Score Increase: Con +1
Orcish Fury: Str +1
Ability Score Improvement: Con +2
Racial Features
Darkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions.
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 gain proficiency in the Intimidation skill.
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
You can't use this feature again until you finish a long rest.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Class Features
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
You can push yourself beyond your normal limits for a moment.
On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack (2)
You can attack three times, instead of once, whenever you take the Attack action on your turn.
Indomitable
You can reroll a saving throw that you fail.
If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Subclass Features
Improved Critical
Your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Other Features
Bandit of the Rolling Wastes
Life on the outskirts is hard but free. You are a living testament to that. The giant boulders and angry winds, have been your home for years. As such, this hard life has gifted you a few advantages. You have learned to hide from the authorities and the creatures that roam the wastes. Having a nose for trouble is important to anyone on the run.
You gain proficiency on Stealth skill.
In addition, you gain advantage on initiative checks.
Orcish Fury
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type.
Once you use this ability, you can't use it again until you finish a short or long rest.
Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list.
You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
Black Blade
When landing a hit with a two-hand weapon, deal 1d6 of additional bleed damage.
Rage
Granted by Crimson Madness Regalia
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +3 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 3 rounds. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Chosen of Iass
As a bonus action, you turn into the champion of Iass. This form lasts for 3 rounds, at the end of your turn and you can't use this feature again until you finish a long rest. At the end of those 3 rounds the
Paragon Ability activates. While in this form, you have advantage on attack rolls as well as the following abilities:
Extra Action: At the end of your turn, you may make one additional Action.
Silver Spear Throw: As an action, choose an enemy not adjacent to you within 30 feet and hurl a silver spear at that enemy. The spear deals your current martial melee damage to that enemy and you teleport to that enemy within an available adjacent space.
On a Critical Hit: Choose one of the following abilities:
- Spear: All allies within range of the enemy, may make a melee or ranged weapon attack.
- Scales: Choose a creature you can see, that creature gains hit points from your current hit points while dealing that same amount of damage to yourself.
- Shield: Choose a creature you can see, that creature is immune to all damage until the start of your next turn.
Paragon Ability - Falling Justice:
You are cleansed of all debuffs.
Make attacks against all available enemies within 30 feet.
Battle Reborn
- You have advantage on death saving throws.
- While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.
- If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.
Ceremony
Granted by Marriage
While within 30 feet of Neve, you and her gain a +2 bonus to AC, this spell has no duration.
Class/Racial Features & Traits