Homebrew ArdChoppa Ork Species Details

"when the drums of war sound so do they"

The Orks, also called greenskins, are a savage, warlike, green-skinned species of humanoids who possess physiological features of both animals and fungi who are spread all across the land. They are seen by their enemies (pretty much everyone else in the land) as savage, violent, and crude, but they are the most successful species in the whole land Greenskins are one of the most dangerous races to plague the land. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the land. Their numbers are absurd when it comes to war. There is a theory that orks have a mighty psychic presence due to the fungi in their system but this psychic presence is hardly used. but it is assumed that their technology exsists only because they think it does, such as a war crawler is a crude machine that charges through battlefields made simply out of other races iron plates and other hard materials. They speak a very unintelligent language that of which is a slight australian and british with a slight tint of messed up english. such as

"I'ze added spikey bitz ta me choppa so itz moar killy"

They may be a warfaring race but a verrry small few have been said to join adventurers to gain fame with their gods gork and morkt

ArdChoppa Ork Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Fleshy bitz

You regenerate 1 hit point at the end of each round until you are decapitated or obliterated. Whenever your proficiency bonus increases to an even number (+4, +6) your regeneration increases by 1.

Supa' Tuff

You gain immunity to poisoned damage, the poisoned condition, and all diseases.

'Eavy 'Anded

Your unarmed strikes deal 1d4 bludgeoning damage.

Ability Score Increase

Your Strength score increases by 3, your Constitution increases by 2, and the maximum for both increases to 22.

Your Intelligence and Wisdom scores are both reduced by 3.

Age

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing

You gain proficiency in the Intimidation skill.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Go Fasta' Red

You gain proficiency in Athletics.

When wearing red armor, clothing, or paint, your speed increases by 5 feet.

If the weapon you are wielding is red, you gain a +1 bonus to attack and damage rolls with it.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages

You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Purple colourz

 

 

Purple: the sneakiest and stealthiest colour. If you choose to wear this colour you gain proficiency at stealth and stealth advantage.

Da Godz

Orks belive in 2 gods, Gork and Mork, and usually pick which one to follow.

Gork (who is brutal but cunning) and Mork (who is cunning but brutal) are the two gods which the works believe in and choose to follow.

Orks who follow Gork are referred as Gorkers and Orks who follow Mork are appropriately referred as Morkers. Gorkers believe in the tactic of brute strength and Morkers believe in the tactic of thinking and planning, as such fights between the two beliefs and followers are common.

If you choose to follow Gork you will get +2 to your strength characteristic and +3 to you strength saving throw and if you choose to follow Mork you will get +2 to your intelligence characteristic and +3 to your intelligence saving throw.

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