Half-Orcs | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Half-Orcs

Ability Score Increase
Size Medium
Speed 30ft

The Half-orc is not a true race, but a mix of Orcs and Humans often from Orc and Human Settlements. While they do have difficulty in balancing the two sides, often these communities fit together far more harmoniously than the Elven and Human settlements. Orcs are less prone to magic than humans, taking up the ways of the sword or shield and using their strength to help their communities. While they have a mix of traits from both parents, half-orcs are able to channel a sort of heightened state of mind some see as more enraged but others enraptured. Some legacy of spirituality within the Orcish people buried under years of misdirected rage and false idol worship. While shifted they have heightened senses and great and power neither parent could possess, with many half-orcs taking to the ways of Druidic practices in ranger enclaves to learn from this gift.   Ages: Maturity 14 to 60 years. Maximum age of 80 years.
Size: 6’2” to 6’8" tall, 140 to 240 lb.
Names: Depending on the parent that does the naming; Orc Names or Human Names.
Senses: Darkvision 60ft
Languages: Skaldi   Gruumsh’s Legacy: As a bonus action, you can assume a more bestial orcish appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your choice of Strength, Dexterity or Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your orcish subtype, described below. You can use this feature a number of times equal to your proficiency bonus, regaining expended charges on a long rest.  

Forest

  Populating the dense forests of Cormanthor, Dalelands, High Forest and the Silver Marshes, Forest Half-orcs can just as likely have a little elven blood mixed in their heritage. They are far more open to experiences of the fey than their full-orc parents, as well as dominating the lands of Sembia. They also have the nickname 'Greenhounds' for their ability to scent even better than a Forest Orc, reaching a heightened state of awareness.   Proficiencies: Survival.   Greenhound Shifting: You have advantage on Wisdom checks, and you can mark up to 3 creatures scents from them or items with their scent on them. You have advantage on Survival checks to track them even after the shift has passed. You can’t use this trait again until you finish a short or long rest.  

Orog

  Also known as “Greybacks”, plenty of Half-Orcs have been born in mountain tribes or snowy villages through the north. Usually from orc/human hybrid settlements and mountainous regions around The Spine of the World, they are the largest variety of half-orc. Orc too for that matter. Many a mountain village has an Orog commander or captain of the guard, thought they usually don't take kindly to the politics a position demands.   Proficiencies: Intimidation   Greyback Grit: Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.  

Shaaran

  One of the rarest of Half-orc, the savanna, or brown orcs rarely even see humans, let along cause a child to be in the world. An intensively isolationist and spiritual people, they tend to shun Halfbreeds more than other orc communities, with many Shaaran Half-Orcs journeying to human settlements or travelling to Luiren to find a place to belong.   Proficiencies: Perception   Savage Outcast: While shifted, you can use your elongated fangs and claws to make an unarmed strike as a bonus action. If you hit with, you can deal piercing damage equal to 1d6 + your Strength or Dexterity modifier damage.  

Theskan

  Unlocking more of the magical potential tapped into their Theskan parent with the gifts of human magical aptitude. Theskan Half-Orcs are extremely common and have risen to leadership positions in many areas, making them one of the more communal of half-orcs and least likely to travel to make their mark. The ones who do are usually exceptional mages or eldrtich knights, as Thesk continues to invest more resources into magical aptitude with the fall of Thay.   Proficiencies: Arcana   Crystal Mind Palace: While shifted, your speed increases by 10, and you gain resistance to difficult terrain created by a magical effect.


Created by

Falme.

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Race

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