Homebrew Astral Orc Species Details

 

Astral Orcs are formerly humans, having endured centuries of strife they have blossomed as a new people after forming a symbiotic relationship with a fallen star. These Orcs have no biological brain top speak of, instead every Orc has a shard of Starglass that gives them the capacity for sentience. Formerly Humans, the descendants of the Astral Orcs were cursed by a witch who stole their brains. Leaving them to wander the Forest of Man for centuries. 

Orcs usually stand well over 6 feet tall, with some even pushing 8 feet. Their skin is different shades of green, and their mouth is characterized by the large tusks that protrude from either their top or bottom teeth. The presence of the Starglass is where things become truly alien for Orcs. The Starglass has diffused into their bloodstream and makes its presence known in a variety of different ways. Some Orc’s skin sparkles in the sun, or shines like a star at night. Some Orc’s fingernails, toenails, or teeth grow out as Starglass. Others eyes have no pupils, just milky whites with a pearlescent cosmos flowing through them. Some of them the Starglass shard that replaced their brain grows so large it protrudes from their skull. All Orcs produce Starglass that is harvested for its many uses, including maintaining the Mind Palaces, the vast building that house their Saintly Mothers, Istrin, Ostrin, and Astrin.

 

Orc Traits

Creature Type: Humanoid
Size: Medium (about 6–7 feet tall)
Speed: 30 feet

As an Astral Orc, you have these special traits.

Heightened Adrenaline

Once per-day when reduced to 0hp you may use this trait to be reduced to 1hp instead. As a reaction you may take the attack action against a creature of your choice. You may not move as part of this trait. Any attack that hits as a result of this trait is an automatic critical hit. After this attack you return to 0hp with 1 failed death save marked. Alternatively you may choose to not attack and remain on 1hp instead.

Starglass Augment

Your bond with the Starglass in your head manifests in a specific way, choose one of the following options below. You may not change this after selection.

 

Eyes of the Cosmos

Your eyes become a milky opalescent white. When looked into deeply glints of starlight twinkle.

You gain a +1 to your wisdom score.

You gain proficiency in perception.

You gain advantage on perception and investigation checks requiring sight.

You gain Darkvision 30ft

Foresight

You may use a reaction to reduce an incoming attacks result by -5 this ability can be used a number of times equal to your proficiency bonus -1. You regain uses of this ability on a long rest.

 

Dermal Starscape

Starglass flows though you veins, causing your skin to shine in the light and glow in the dark.

You gain a +1 to your charisma score.

Spellcasting

You gain the ability to cast Light and Dancing Lights as a cantrip. Once per long rest you may cast Color Spray or Faerie Fire, you gain an additional use of these spells at 4th level (2 uses) and 8th level (3 uses). Starting at 4th level you may use these uses to cast Blur or Disguise self instead. (If you have access to a spellcasting class that can cast any of these spells you may use a spell slot of the required level and up to cast them)

 

Starglass Tooth and Nail

The Starglass in your body hardens your extremities, your tusks, fingernails and toenails become hardened Starglass. Elsewhere on your body jagged Starglass may extend from your knees, elbows etc.

You gain a +1 to your constitution score.

You gain a climbing speed of 10ft.

Your unarmed attacks deal an extra 2 points of slashing damage.

Bite

As a bonus action you may make a bite attack against a creature within 5ft of you. This attack counts as an unarmed. You may add your strength modifier to the attack roll. On a hit your bite does 1d8+STR piercing damage. If you have proficiency in at least 1 martial weapon you may add your proficiency bonus to the attack roll. Your damage die increases to 1d10 at 4th level, 1d12 at 6th level, and 2d8 at 10th level.

Starting at level 4 your unarmed attacks count as magical for the purpose of overcoming resistances.

Crystalline Cranium

Your Starglass brain has grown beyond the confines of your biological skull.

You gain a +1 to your intelligence score.

You gain a +1 to your AC

Your Starglass brain serves as an innate spellcasting focus.

You gain the telepathic feat. (you do not gain ASI from this feat)

Spellcasting

You may cast mage hand as a cantrip. Starting at 3rd level you may cast Mind Spike once per long rest.

Headbutt

As a reaction when hit with a melee attack you may headbutt your attacker, make a melee unarmed attack using your strength modifier. On a hit this deals 1d8+STR modifier bludgeoning damage.

 

 

 

 

 

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