Corks colors. Cork believes that some colors have specials meanings and abilities so when he sees a specific color these traits are then given to what he sees as a result of his magic. these affects only work once per time cork sees the person or object per day
Red: Red makes things and people move faster. Anything he sees that is red has its speed doubled.
Blue: Blue is lucky. Anything or anyone that Cork sees gains the Lucky ability (re-roll a nat1) once
Green: Green is the best because all orcs are green and orcs are the best. Anything Cork sees that is green he immediately thinks is the best
Yellow: yellow has two abilities tied to it. Anything yellow has more value, and anything yellow makes bigger explosions
White: White is deadly, anything that Cork sees is white will no doubt deal more damage! (add 1 extra damage die to damage rolls)
Black: Black is strong, Anything that Cork sees that is black will be more durable. (advantage on all saves)
Purple: Purple is sneaky, Orcs have never seen a purple orc so they are all invisible. Anything Cork sees that is purple immediately turns completely invisible to everyone. However if cork does not see the thing in question again in an hour he will believe you no longer exist and so you will cease to exist.
Cork's book of Nonsense. Cork carries around a large leather cover book that has all the information he knows in it, however only he can read it. Anyone that tries to read the book that isn't Cork only sees random scribbles and doodles on the pages
Cork's bag of Nothing. Cork has a special bag of holding that holds nothing but to him it holds everything. This bag of holding has nothing in it but when ever Cork reaches into it he pulls something out.
Book smart. Cork smake with book!
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 3) bludgeoning damage.
Paint ball. Cork throws a paintball at his target painting it a random color in the list of his magic colors. On a successful hit roll a d8. (1=reroll, 2=red, 3=blue, 4=green, 5=yellow, 6=white, 7=black 8=purple)
Ranged Attack: +5 to hit, reach 20 ft.
Book of nonsense. Cork will read in his book to learn about what he is up against. Anything his book tells him becomes true. example: target is now scared of mice, resists ice, breaths fire. The DM decides what Cork reads or a D100 table can be made
Bag of nothing. Cork reaches into his bag of holding and pulls out a random object. the object can be anything that is small enough he can hold in one hand. The DM decides what is pulled out of the bag or a D100 table can be made. Using said item requires Cork to use his action.
Description
Cork is a fool but he thinks he is smart so that makes him smart. Cork comes from a far off race of orcs that no one really knows anything about other than he seems to have a strange magical ability about him. What ever cork thinks is true becomes the truth however he has very little control over what he thinks is true.
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