Orc

General description.

Physical Description

TODO

Society

TODO

Character Stats

Attributes
+1 Strength, +0 Agility, +0 Intellect, +0 Spirit
Misc Stats
30 feet Speed, +0 Size

Humanoid. You have the Humanoid trait.

Physical Power. You gain a Berserker ribbon of your choice.

Toughness. You have +2 maximum Health.

Orcish Ancestry. You gain an ancestry feat of your choice.

Ancestry Feats

These feats are available only to orc characters.

Clan Axe

You have a special axe gifted to you by your clan

You have a clan axe, which has the stats of a bludgeon, a heavy weapon, or a throwing weapon. While in combat, you cannot be disarmed of your clan axe. You can show your clan axe to other orcs as a sign of social status, giving you advantage on Spirit rolls to interact with other orcs (except orcs who dislike your clan).

If you ever lose your clan axe, you always somehow find it again the next day, even if your clan axe was seemingly stolen or destroyed. If you sell or willingly give up your clan axe, you permanently lose this power.

Glory in Victory

You triumph at your victory, inspiring all your allies

Trigger
You roll a 20 on the d20 for a die roll
Range
60 feet
Target
All allies you can see within range
Duration
10 minutes

Your target has advantage on their next die roll.

Orc Drop

You stay standing when you would normally be incapacitated

Trigger
You fall to 0 health

You fall to 1 health instead.

Some orcish youths play a uniquely dangerous game: jump off the highest point you can find, then activate this feat as you hit the ground.

Orcish Inversion

You defy logic to do even better when the environment fights against you

Trigger
You make a die roll while in harsh terrain or weather

Any penalties the harsh terrain or weather would apply to the triggering roll become bonuses instead. This changes numerical penalties into bonuses and changes disadvantage into advantage. If the GM was increasing the DC of the roll because of the harsh terrain or weather, the GM should instead decrease the DC of the roll by the same amount.

For example, if you make an Intellect+Travel roll to track a creature through a blizzard, the DC of the roll would normally be extremely high, maybe +10 above normal. If you use this power, the DC of the roll is instead -10 less than normal.

Perfect Physique

You gain a surge of adrenaline that makes you stronger for a short time

Duration
1 minute

You have advantage on Strength rolls other than attack rolls. Your carrying capacity is doubled.