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.
Chill Touch:
Casting Time: 1 action
Range/Area: 120ft.
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
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)
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.
Unseen Servant:
Casting Time: 1 action
Range/Area: 60ft.
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Simple Conjure Animal:
Casting Time: 1 action
Range: 60 ft.
Duration: 15 minutes
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
1. One beast of challenge rating 1/2 or lower
2. Two beasts of challenge rating 1/4 or lower
Sample Creatures
| CR | Creature Name |
| 0 | Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel |
| 1/8 | Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge |
| 1/4 | Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf |
| 1/2 |
Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse |
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 calling creatures from other planes and necromancy.
Comments