
Orc Species Details
Orcs trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in darkness.
Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other orcs are happy to leave old tales in the past and find their own way.
Orc Traits
Creature Type: Humanoid
Size: Medium (about 6–7 feet tall)
Speed: 30 feet
Adrenaline Rush
You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Darkvision
You have Darkvision with a range of 120 feet.
Relentless Endurance
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
How does Relentless Endurance work with something like Death Ward or the Warlock's Gift of the Protector? I assume only one would trigger at a time?
The 2024 rules actually did away with half races entirely and basically just said "if you wanna flavor your character as a half-race, pick the stats of one of their two parent races and use those". Not a change I'm personally a fan of cause it I feel like half races should really have mechanical differences to show they're not just a reflavor of one of their parent races, but it does 100% validate the choice to flavor these orc mechanics as a half-orc if you want to (honestly I think most reasonable DMs wouldn't have much of a problem with flavoring a race as their respective half-race equivalent unless you're playing in a setting where the half-race in question doesn't exist for some reason).
Yes, only one would trigger at a time. Death Ward would definitely trigger first because it's very specifically worded as "The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends." while the other two just specify when you drop to 0 Hit Points, not whether it needs to be the first time that's happened, though it'd probably be up to the DM whether the Relentless Endurance trait or the Gift of the Protector would trigger next (personally I'd favor Relentless Endurance triggering next, partially because I'd want to be nice and leave the Gift of the Protector available for anyone else who's a potential candidate for it's protection, and partially because it just feels right to me for the magic of Gift of the Protector to recognize that it's power isn't needed just yet because there's another ability that can keep the character going). It's very funny to imagine a level 11 or higher orc barbarian character under the effects of Death Ward and Gift of the Protector. The ultimate "I get knocked down! But I get up again! You ain't ever gonna keep me down!"
"Run away better"? It gives orcs more battlefield control and manipulation. This is an AWESOME ability! I'd rather have that than Savage Attack (which wasn't an ability orcs had anyways).
It’s all very vanilla tbh, the races are now nothing more than skins for a video game. Choose your features, pick a hair style…. No not that one it’s silly… ah perfect. And boom, just a soul less husk or what once was.
"Gruumsh will call on them to match the heroic[great] deeds of old and if they will prove worthy of his favor."
"For You-Know-Who did great things. Terrible, horrible things... But Great." Let Gruumsh be evil in your world: the 'calling to heroic things' by Evil Orc God thing still stands.
Gruumsh was originally neutral.
I wonder if this shouldn't have the double carry capacity trait? Otherwise feels like a slim list of traits.
Temporary HP you get from Adrenaline Rush sounds negligible, at least for higher levels.
I am starting a campaign, and a character wants to play an orc. This is new to me as they've always been foes. To me, orcs would not be welcome in towns, etc, unless many years of peace have passed, generations have gone by where orcs are shown to be in a place where they can exist in a town/city environment. Is this the case? Or is it just all of a sudden these are now the rules?
I can force the player to start out running with a brigand group (that makes more sense to me) and join the party that way. I just need more clarity as to how this came to pass and what it looks like from a civilization's view.
So I may or may not have made an orc artificer. The whole idea is that the family bloodline is cursed to be weaker... but as a plus it makes them exceptionally talented at certain things, I rolled an 18 and used orc bonus to make it a perfect 20 XD
Edit:This is like right after but yeah I just thought this concept would be hilarious. An ORC artificer sounded like a amazing concept to me, and I thought it would be any good. Turns out getting an 18 and then choosing to put a plus 2 into it. Yeah, super fun.
If you're the DM, it's up to you to decide how the world works and what place different species have in it. Those decisions aren't part of the game's rules. There are a lot of different D&D worlds/settings of varying levels of officialness that you can look to for inspiration, but there's no "rule" saying you have to follow any of them.
The original Deities and Demigods from 1980 says otherwise. He was originally Lawful Evil though.
Orc is kind of OP
How old do Orcs live to? This does not say
As stated in the Player's Handbook:
Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter.
Orcs don't have an overriding note like that, so they live about 80 years.
I'm reading that this would allow an orc to use their BA to dash, then their regular action to dash again?
1. The species description never said anything about them being peaceful. You can still have your aggro Orc characters without breaking the multiversal canon.
2. Adrenaline Rush grants Temporary Hit Points upon use, so (from what I understand) it's meant to be used to get up close and tank hits rather than to run away
Funny you say that bc now you can make Orc characters for free
Just because the races don't define your character doesn't mean that you can't define them yourself