Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., Range 20ft/60ft one target. Hit: 1d4 + 1 piercing damage.
Cantrips:
Acid Splash:
Casting Time: 1 action
Range/Area: 60ft.
Attack/Save: DEX 12
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
Fire Bolt:
Casting Time: 1 action
Range/Area: 120ft.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Gust:
Casting Time: 1 action
Range/Area: 30ft.
Attack/Save: STR 12
You seize the air and compel it to create one of the following effects at a point you can see within range:
1. One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
2. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
3. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
1st Level Spells: (3 spell slots)
Burning Hands:
Casting Time: 1 action
Range/Area: Self/15ft. cone
Attack/Save: DEX 12
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
Mage Armor:
Casting Time: 1 action
Range/Area: Touch
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile:
Casting Time: 1 action
Range/Area: 120ft.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Description
The Belkun Orc tribe has lived in and around a ruined wizard tower for generations, lending some of their members an affinity and a desire to learn the wizarding arts. Some of their members have studied for longer and developed an affinity for fire.
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