Honorable beings from another planet, now freed from the Burning Legion
Type: Humanoid
Size: Medium
Movement: 30 ft.
Traits: Menacing, Orcish Weapon Training, Relentless Endurance
When the orcs were freed from the Burning Legion, they experienced a spiritual revolution as the unnatural blood-lust left their bodies, connecting them with states of heart and mind that were common to their ancestors. This new generation of orcs for the most part followed Thrall as he forged the Horde through shamanism and tribal traditions.
Though prone to fits of rage in warfare, orcs tend to display a curious feral grace that can rival even the finest fencing of an elven noble. The orcs of today continue to stand in drastic contrast to those that were enslaved by the Burning Legion, who embodied a bestial and diabolical force which was barely being controlled by warlock magic.
To orcs, prowess in battle bestows great personal honor on an individual. This notion of honor pervades every echelon of orcish culture, and the loss or gain of honor has equal consequence to all orcs regardless of their stature.
Orcs are taught different skills depending on their clan. Orcish clans are categorized into three: hunter clans, mystic clans, and warrior clans.
These clans are focused on hunting and gathering, and often prefer a rather stealthy approach.
Shamanism plays a big role in many orcish clans. Often, tribes are led by wise elders, that use their connection to the elements for guidance.
Most known orc clans focus on strength and honor, honing their skills in combat.
As a Orc, you have these special traits.
You gain proficiency in the Intimidation skill.
You have proficiency with the handaxe, battleaxe and warclaw
When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. You must finish a long rest before you can use this feature again.
You gain proficiency in the Stealth skill.
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 1d6 damage to it. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You can use this trait only once per combat.
You are proficient with on of the following skills of your choice: Arcana, History, Nature, or Religion.
You can cast the Augury spell once per long rest without requiring any material components. Wisdom is your spellcasting ability for this spell.
As a bonus action, you can move up to your speed toward and enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
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 damage.