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Orc

Orcs are humanoids of large stature, and have a varied ancestry and culture.

Physical Traits

Anatomy

Orcs are, on average, somewhere from 6 to 7 feet in height and usually weighed around 70 to 100 kilograms, although this can greatly differ depending on their specific ancestry. Most orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead and coarse body hair. Orcs as such appeared bestial to others, though amongst orcs physical apearances are as diverse due to their varied ancestries. Orcish hair was most often black, though it grayed very quickly with age.

Biology and Aging

Orcs have the unique ability to interbreed with many other peoples, which is not possible for most others. Orcish children inherit traits from their orcish and non-orcish parents. This causes orcs to have varied bodytypes and even display magical abilities from their non-orcish bloodline. Such traits are usually directly inherited from their parents. The child from an orcish and non-orcish union will always be born as an orc despite the amount of other ancestries in their bloodline, such is the strength of orcish blood. The lifespan of an orc is completely dependent on their bloodline. Orcs with elven blood live much longer than those with human blood.

Habitat

Orcs are some of the most addaptable people in the World, and are able to live comfortably in almost any environment. Both in crowded cities and lone Wylderness are you able to find orcs living and thriving.

Diet

Orcs are omnivorous, but prefer heavier foods, such as meat and grains.

Sapient Traits

History

Orcs have existed on Dunia since the Golden Age of Plenty, when they immigrated from an outside world. Early Orcs lived a nomadic lifestyle, but settled down in cities and towns during the Age of the Silver Kingdoms. The orcish ability to reproduce with almost any other people has caused their population to increase drasticly since then, and they are now as ubiquitous as humans. Almost every location on Duina has orcs living these.

Manerisms

Orcs are straight forward and to the point. This is often confused by other peoples for being dumbwitted or slow, but that is simply not true. Orcish people have more difficulty with abstract thinking compared to others and prefer direct action over deliberation. An orc would often much rather do something about a problem than carefully think that problem over.   The manerisms of orcs are tied to their ancestory and depend on who their parents are. Elvish orcs tend to be more deliberate than their orcish bretheren, and dwarvish orcs are often more stuborn.

Values and Traits

Orcs are direct people, with a tendancy for decicive action. They have the following traits:
  • Speaks plain and direct.
  • Practical and decicive.
  • One trait of their non-orcish ancestry

Naming Conventions

Dependent on culture. Orcish is an brusk sounding language with no more than three syllables per word, and orcish names often sound like a chalenging shout to others.

Beauty/Gender Ideals

Orcs apear larger and more muscular than most other peoples, so they tend to accent their own physique as a sign of beauty. Orcs have course hair, and often take great care with their haircuts.

Relationship Ideals

Orcish people tend to have large family structures. Kin means everything to an orc, and since family can include almost anyone, orcish families are often quite inclusive.

Ancestry Traits

Size
Medium
Speed
30 ft. walking
Darkvision
60 ft.
Ancestral Language
Orcish, language of your choosen bloodline
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.
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.
Orcish Bloodline
The traits of you ancestors are strong in your blood. Choose one of the following orcish bloodlines.
Bloodline Ancestral Feature
Aasimar Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Bugbear Long-Limbed. When you make a melee attack on your turn, your attack range is 5 feet greater than normal.
Dwarf Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Elf Elven Magic. You can choose two cantrips from the wizard or druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose during character creation).
Firbolg Speech of Beast and Leaf. You can communicate with animals, as if you were under the effect of the Speak with Animals spell.
Gnome Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Genasi Elemental Nature. Choose an element: Air, Water, Earth, or Fire. You know the Elementalism cantrip (you can only produce effects of your chosen element). Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose during character creation).
  • Air. You know the Shocking Grasp cantrip, and have resistance to lightning damage.
  • Water. You know the Ray of Frost cantrip, and have resistance to cold damage.
  • Earth. You know the Blade Ward cantrip, and can cast it as a Bonus Action.
  • Fire. You know the Produce Flame cantrip, and have resistance to fire damage.
Goblin Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Goliath Giant Physique. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In additon, you can ignore the Heavy and Two-handed property for the purpose of wielding melee weapons, and you have proficiency in the Athletics skill.
Halfling Lucky. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Orc 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.
Hobgoblin Competitive Skills. You gain proficiency in the Business and Deduction skills.
Human Resourceful. At the end of a long rest, you gain Heroic Inspiration.
Tabaxi Feline Talent. You have proficiency in the Perception and Stealth skills.
Tiefling Fiendish Legacy. Choose a legacy: Abyssal, Chthonic, Infernal. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose during character creation).
  • Abyssal. You have Resistance to Poison damage. You also know the Poison Spray cantrip.
  • Chthonic. You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.
  • Infernal. You have Resistance to Fire damage. You also know the Fire Bolt cantrip.

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