
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.
lmao
All you need is protagonists and antagonists. The race of the 2 can be anything, even then same race. Orcs could raid on orcs. Plus, there are the drow, githyanki, and a few other evil races. You could also use monsters as the antagonists. It's all up the you.
Just as there are good humans and bad humans, there are also good orcs and bad orcs. Same with the drow.
Or that let's you run headlong into the heat of battle and start cracking some skulls.
Half Orcs and Half Elves and Half Anything still exists, it's just no longer supported directly by having racial/species features that try to blend 2 together. Instead you pick the "dominant" traits you want to come out in your character by picking either of the halves.
And if you really wanted I'm sure you could work with your dm on blending the traits of 2 species together to better represent the dual heritage.
If it's soulless to you maybe you just lack the imagination to bring it to life? I see endless potential here.
The hit points definitely seem like more a small perk added on to the bigger feature of being able to dash X times per rest. But hit points is still hit points, and even a small amount can save you in a pinch sometimes.
The way they are described it still doesn't sound like they live amongst settled civilization, and really the only thing that has changed is they are no longer inherently evil. You can still have war bands of orc marauders roaming the wilds and destroying villages and towns to help sustain their lifestyle, but now you can also have some orcs who choose to move on from that nomadic lifestyle and settle down in more civilized places or choose to go on adventures with others besides just other orcs.
"Evil" can still be more of a default for most orcs if you wish, but maybe that's just because they live a very different lifestyle compared to more civilized species.
What is heroic to one group of people might be labeled something entirely different by another. It's a matter of perspective.
Most orcs can still live a hard life wandering them plains and pillaging to survive, and maybe some or many even enjoy the killing that is likely to come along with that. This is no different than a group of humans who live that same lifestyle. Same with Drow/Dark Elves, they still dwell in the Underdark, and very harsh landscape that also has cutthroat politics and such which shades the way you live life a certain way.
Just because evil is not the default for some races now does NOT mean those races cannot be evil, even largely so because of their way of life. What it does mean now is that they don't NEED to be evil, but they still may live with certain prejudices against them because of their species.
This has created more options in the game, and made characters like Drizzt make more sense because he isn't inherently evil, but rather he comes from a place that drives a lot of people that way.
To turn this whole thing around on you, you can come across Humans, Elves, Dwarves, and many other races and be equally overwhelmed because this particular group was evil but you were not expecting them to be.
Were those humans sitting by a campfire lookouts for an evil cult, or just some people who love to camp in the wilderness?
Your point makes zero sense.