Burly, often boar-faced or pig-visaged humanoids, the orcs were the vanguard of Mondain’s first advance milennia ago. Tribal by nature, they are regarded often as sub-human at best, just a slight cut above true bestiality. They abhor most things human and cultured and tend to lay waste to these instutitions, stealing whatever weaponry and armor they can find in the wake of such barbarism. Breeding like rabbits and having similarly equitable lifespans, orcs are fecund and dangerous, being the main scourge of multiple continents.
They are part of mainstream society in a handful of continents, Novia and Serpent Isle among them. The Solian Lands have a thriving orcish civilization based on duty and honor, but a universal is that orcs and goblins hate each other with a surprising virulence. Morgaelin has the most frightening orc clans in the world, cannibal necromancer orcs that live beneath the surface and emerge only to rape and pillage.
Despite their past, orc-forged steel is often impressive in appearance and make, and orcish fortresses are nearly impossible to breach. Nevertheless, orcs were created to be a stupid slave race and it shows with how limited their brain power often is.
Most orcish tribes have warchief as the highest role one can ascend to. Some warchiefs are not martially-inclined, as some orcish tribes have a warlock or druid at the top of the heap. Some few orcs still worship the power of the Triad of Evil and have become warlocks in their name. Sometimes, the warchief is referred to as the ‘helm’ or the ‘warking.’ Extremely rarely, the term ‘champion’ is used to designate the orcish war leader who is permitted to wield precious magical artifacts, such as the ancient Sword of Hewing.
Your orc character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2.
Age. Orcs reach adulthood at age 12 and live up to 50 years.
Alignment. Orcs are follow their instincts, their twisted sense of honor and what they perceive as the will of the spirits more than the rules of any mortal rules making living in large or structured societies difficult for them thus making them solidly chaotic. Most Orcs could be easily seen as evil as their drive to constantly test themselves against others in battle can make them unbearable violent and vicious.
Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You are accustomed to living in caves and running around in the dark of night allowing you to navigate in the darkness fairly well. You can effectively see in dim light within 60 feet of you as if it were in bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Aggressive. As a bonus action, you can move up to your walking speed in the direction of an enemy that you can see. You must end your move closer to the enemy than when you started.
Keen Smell. You have advantage on Wisdom (Perception) checks that use your sense of smell.
Orc Combat Training. You have proficiency with all martial axe weapons.
Orc Ferocity. You have advantage on death saving throws. If you roll a 20 on a death saving throw, you also may stand up immediately and ready any weapon you carry without spending any movement.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read and write Common and Orcish. Orcs speak their own language known as Orcish, which uses the dwarven script. The majority of wild Orcs are illiterate as their culture tends to be too nomadic to allow them to keep much written material with them. Orcs that speak other languages may or may not be able to read.
Subrace. There are three main subraces of Orcs that populate most D&D worlds. Of these, you may choose between gray orc or mountain orc.
As a gray orc, you are more in tune with nature and have a greater, loping stride than other orcs do. They are the most commonly encountered of the orcs, being seen prevalently in most cities.
Ability Score Increase. Your Wisdom score increases by 1.
Blood Rage. After you first take damage in a battle, you fly into a bloody rage. Your next attack before the end of your next turn deals additional damage. If you are using a weapon, you can roll one of the weapon’s damage dice an additional time. If you are casting a spell, you deal an additional 1d6 damage. This damage improves to two extra dice or 2d6 at 6th level, three extra dice or 3d6 at 11th level, and four extra dice or 4d6 at 16th level. Once you use this ability, you can’t use it again until after a short or long rest.
Fleet Footed. Your speed increases by 5 feet.
Survivalists, the mountain orc is the epitome of barbaric survival in the wastes.
Ability Score Increase. Your Constitution score increases by 1.
Indomitable. When you take damage, you can use your reaction to roll a d12. Add your constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.