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===5e=== Added in Volo's Guide to Monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hit point]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Strength, +1 Constitution, -2 Intelligence ::30 feet base movement speed ::Size is medium, but they get <strike>almost large</strike> Powerful build which gives them the carrying capacity of a large creature. ::60 feet darkvision ::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started) ::Menacing (Intimidation proficiency, same as half orcs) </div></div> Amazingly, orcs got an official retcon with an official PC writeup in the 5e [[Eberron]] splatbook. "Rising from the Last War" uses the above orc as a base, but strips away the pointless -2 Intelligence penalty and trades the Menacing for ''Primal Intuition'', which gives them two free skill proficiencies chosen from a list made up of Animal Handling, Insight, Intimidation, Medicine, Nature, Perception and Survival. This is much more useful, and better meshes with the theme of the orcs as the primary [[druid]]ic race in Eberron, and overall makes them a powerful and viable PC race... still, from a flavor perspective, there's something to be said for switching the Half-Orc and Orc stats around. This version of the Orc was subsequently reprinted in the [[Exandria]] splatbook "Explorer's Guide to Wildemount", so it seems to have become more or less the official replacement for Volo's initial shitfest. And as of the October errata, that is now the case, and the change seems to be a step in the right direction for orcs and [[Kobold|kobolds]]. Even so, it goes without saying, but [[Skub|it's simply impossible to please everyone]]. ====3rd Party Settings==== ;Arkadia The [[Orc]]s of [[Arkadia]] are a race born from the blood of the Great Hydra, and native to the broken wastes of Garagos. Also known as [[Giant]]s for their mighty stature - orcs typically stand 6 to 7 feet tall, though the orcs of Gargaros can grow even larger - the race has long been the traditional enemy of the Arkadians, as the race seems possessed to the last by madness and the need for destruction. But... Arkadian orcs are not a monolithic racial force. There are many tribes of orcs scattered throughout Gargaros. The Cerberans train cerberus worgs to hunt and kill; the Cyclopax fight alongside [[Cyclops|cyclopean giants]]; and the Hydrak, the largest and most hated — even by their own kind — who worship the bound titan, seeking to free it through fire and blood. Despite the ancient animosity between orcs and men, some tribes of orcs have come to find a place in Arkadia, especially among the Krytans who value strength and physical prowess above all else. These orcs were first taken as slaves during one of the many wars with Gargaros. Thrown into the fighting pits and gladiatorial arenas they displayed such power and ferocity that the king, impressed, granted them freedom and a place in his army. Many Orcs have since taken to the worship of Krytos with abandon, finding in the mighty god a surrogate father who shares their savagery and love of combat. Arkadian orcs resemble humans, but with leaf-like ears similar to those of the [[Arkadian Elf|elves]], powerful builds, and jutting lower canines. Their skin is the color of ochre clay; orange, reddish brown, or ashen grey, often varying from tribe to tribe. Many orcs wear black warpaint in stark bands and square keyed patterns. Valuing strength and dominance above all else, orcs, as a Hyperian general once put it, make excellent warriors and terrible soldiers. Their physical prowess and violent nature make them most at home in Kryta, whose army cares more for the might of individuals than the discipline of lines. Their fearlessness and unbridled aggression on the field make them an unstoppable force, ideal as linebreakers, often turning the tide of battle almost single-handed. Some, lacking even the control for this, become mercenaries. Others take to the fighting pits or, with some luck, the grand coliseums of Illyria, untouched by Gargaran raids, where their prodigious size and strength are coveted for their exotic nature. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Strength, +1 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Colossal Build: Your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. ::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. </div></div> ;World of Farland Orcs in the [[World of Farland]] come in a number of different subspecies, as part of their home setting's homage to the [[Lord of the Rings]] books that inspired it. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Strength ::Size: Medium ::Speed: 30 feet ::Vision: Darkvision 60 feet ::Orcish Weaponry: You are proficient with the Hand Axe, Battle Axe, Great Axe, Scimitar and Great Sword. ::Aggressive: Once per short rest, you can use a Bonus Action to move up to your speed towards a creature that you can see. ::Subrace: Choose the Snog, Skaruk or Irzuk subrace. </div></div> '''Snog''' orcs, or "Slave Orcs", are the root-stock of the orcish race; first bred as fodder for the wars of dark masters, they are still used in that role to this day, and are literally bred like livestock for that role. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +1 Constitution ::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. ::Indefatigable: You have Advantage on all Constitution checks relating to exhaustion, forced marching, going without food and water, and going without sleep. ::Armored: You have Proficiency with Light and Medium armor. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> '''Skaruk''' orcs, or "Wild Ones", are orcs descended from tribes that fled their creators and have since pursued independent existences in the wilderness. ::Ability Score Increase: +1 Dexterity ::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. ::Wild Rage: After you first take damage in battle, you deal +1 damage with each attack for the next minute until 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. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> '''Irzuk''' orcs are a new race of orcs bred for their resistance to the cold and their ability to track victims. They are visually distinguished by their uniquely crimson hides. ::Ability Score Increase: +1 Wisdom ::Tracker: You have Proficiency in Survival and gain Advantage on Survival checks relating to tracking by scent. ::Cold Endurance: You have Advantage on Constitution checks relating to resisting natural cold and are Resistant to Cold Damage. ::Enhanced Aggression: When you use your Aggressive trait, you can move up to +10 feet over your normal movement limit. </div></div> ;Scarred Lands Orcs of the [[Scarred Lands]] are semi-nomadic tribals who live in the plains and savannahs of [[Ghelspad]], noted for their talents in astrology and riding [[Dire Animal|Dire Wolves]], strong tribal identities, and a preference for a simple life with a few great luxuries. They originally fought on the titans side in the Divine War, but most of them took the asylum offer given by the gods. They all have the following stats: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +3 Strength, +1 Constitution ::Size: Medium ::Speed: 30 feet ::Darkivision 30 feet ::Aggressive: As a bonus action, you can move up to your speed toward a hostile creature you can see. ::Menacing: Proficieny in the Intimidation skill ::Orcish Combat Training: You are proficient with the battleaxe, greataxe, handaxe, and lance. ::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. ::Language: You speak Orcish and one other language. </div></div>
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