Han'rukk

Han'rukk, or orcs, are a smaller, weaker subrace of Rukk bred to create a more numerous servitor race to populate their armies and work the land. The prevaling theory is that they were created by breeding with humanics.   Han'rukk names tend to be formed from the tools they find most affinity with, often with an epithet that takes note of an extraordinary achievement or failing. Common names include Axerake, Swordsword, Hoeplough and the like. Epithets are more varied, and in the case of young han'rukk are often inherited from their female parent until they distinguish themselves.

Basic Information

Biological Traits

Han'rukk in 5e
 

Age. Han'rukk mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Han'rukk are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Darkvision. Thanks to your demonic 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.
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.
Languages. You can speak, read, and write Rukkish. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Origins. There are three han'rukk subspecies. Desolate han'rukk are natives of the Desolation, while Orkand han'rukk live in the wider world. Sparked han'rukk are those born with a stronger magical influence in their blood, either from their demonic heritage or some other planar or changepool influence.

 

Desolate Han'rukk. Menacing. You gain proficiency in the Intimidation skill.
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.

 

Orkand Han'rukk.
Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Improved Darkvision. You can see in dim light or darkness out to a range of 120 feet.

 

Sparked han'rukk
Sparked Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Sparked Magic. Choose one school of magic. You know one 1st level spell from that school. At 3rd level, you learn another spell from that school, which can be of 1st or second level. You can cast each of these spells once without using a spell slot. You recover these casts upon finishing a long rest. Choose Intelligence, Wisdom, or Charisma. This is your spellcasting ability for these spells.
Sparkborn Spells. If you have the Spellcasting or the Pact Magic class feature, the spells on the Sparkborn Spells table are added to the spell list of your spellcasting class depending on which school of magic you chose.  


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