Ork
The life of an Ork is painted with conflict and hardship, usually from the moment they are born. They usually live in nomadic tribes on the outskirts of other civilizations and frequently clash with other clans and people. Strength is the pinnacle of their social order, and their blood quickly runs hot. To an ork, taking violent action to insult is expected, as their honor is more important their their life. In Ork tribes, refusing a challenge of strength is usually grounds for exile unless the challenger is of a higher social status. This social ordering, which orks often apply broadly to others as a universal truth, in addition to not generally understanding subtle language and gestures is what puts orks at odds with settled civilizations. Some tribes have learned a strained coexistence, but it is usually bound to the honor and outlook of the tribe chief, so others put little trust in longstanding peace with a tribe.
Ork
ability score increase:
+4 to strength and constitution, -3 to intelligence, and dexterity. Strength can be raised to 24 and constitution can be raised to 22 without supernatural influence. Intelligence and dexterity are capped at 14 without the aid of magic.
age:
Up to 45 years
alignment:
Usually chaotic good to chaotic evil.
Size:
Medium
speed:
30 ft.
Languages:
You can speak, read, and write the common language for your region as well as ancestral orc.
race features:
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Tusks. Your tusks are a symbol of virility and power, and in a pinch can be a vicious natural weapon. You can use your tusks as an unarmed attack against a grappled target to deal 1d4 piercing damage plus half your strength modifier. Menacing and blunt. Orks gain proficiency in the Intimidation skill but suffer from a disadvantage on charisma checks for deception. Dim light vision. Thanks to your fay influence, you have superior vision in dim conditions. You can see in dim light as if it were bright light, you can’t discern color in darkness, only shades of gray. Blunt view. Your fay ancestry leads you to look at the world with keen eyes, you have an advantage on checks to see through illusions. Burning rage. The rage is never far away, as a reaction to taking damage you can enter rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. The rage functions the same as the first-level barbarian class feature except its activation is as stated above. If your class is barbarian, the number of times you can rage is 1 higher.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Tusks. Your tusks are a symbol of virility and power, and in a pinch can be a vicious natural weapon. You can use your tusks as an unarmed attack against a grappled target to deal 1d4 piercing damage plus half your strength modifier. Menacing and blunt. Orks gain proficiency in the Intimidation skill but suffer from a disadvantage on charisma checks for deception. Dim light vision. Thanks to your fay influence, you have superior vision in dim conditions. You can see in dim light as if it were bright light, you can’t discern color in darkness, only shades of gray. Blunt view. Your fay ancestry leads you to look at the world with keen eyes, you have an advantage on checks to see through illusions. Burning rage. The rage is never far away, as a reaction to taking damage you can enter rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. The rage functions the same as the first-level barbarian class feature except its activation is as stated above. If your class is barbarian, the number of times you can rage is 1 higher.
Basic Information
Anatomy
Orks show a resemblance to humans, with a similar arrangement of features, but they are stronger build with a more hunched posture. They have thicker brows, are bald, their ears a pointed, and their lower jaw extends further to give room for a pair of large tusks.
A defining feature of Orks is their ability to take energy from the sunlight, marked by their green skin which ranges from moss green to olive green. It is nowhere near enough to sustain them but orks feel a sense of pleasure from basking in sunlight.
Genetics and Reproduction
Orks can produce vital offspring with both humans and elves, which will have a mix of both parent's traits. Half breeds are rare, and usually happen between humans and orks.
Civilization and Culture
Common Myths and Legends
Legend tells of three brothers who wandered into the deep woods and came upon a way. The eldest brother said, "behold, the way forth is veiled, I chant walk no further, i shall build a home" The third son said, "the way calls with joy and strength, I will show you I am not afraid!" and the third son stepped through and vanished from their sight. The second brother said, "my younger brother is too easily fooled, I shall find him and bring him back if it takes me a thousand years ", and the second son stepped forth, and was not seen for a thousand years. The first son returned, saddened by the loss of his brothers. And he would never see them again, for a thousand years is a long time for a man. A thousand years after the first brother fell asleep the second son came back and saw the world had changed, but so had he. The way had taken him and shaped his will and perseverance. The second brother came with him, not in body but in spirit, for his way was not of perseverance but of joy and strength. Thus man turned from the way and forged a home. Is home was strong, and his children flurished and spread across the lands. The second son persevered the way, and found a thousand years could not break him, only shape him. Thus the elves came to be. The third son sought wild way, and found it. But joy is sweet as life, and challenges forge strength. He sired many sons and daughters and stepped out of the way in the spirit of Ork. Thus one father sired three brothers, a man, an elf, and an orc. Thus is the legacy of the third son, he sought the wild way, found himself in it. Remember the wild way children, for out father found it, and his son, and his son again, and so foth. Gir Hagaz - Elder mother of the Gornhak tribe
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