Homebrew Emberguard Orc Species Details

Emberguard Orcs are the product of countless centuries toiling under the scorching glare of the sun. Muscular and fortitudinous, they esteem themselves in brute force and grit. They have no patience for weakness, and they often push themselves to the limits of their ability. One Emberguardian carries enough power to intimidate most, but when Emberguardians join forces with one another, true terror transpires in all.

Emberguard Orc Traits

Emberguard Orcs get resistance to fire damage, +2 to strength, and -1 to intelligence.

Tribal Bond

Emberguard Orcs derive specific benefits when in vicinity of one another. When around other allied Emberguard orcs, gain temporary health points equal to double your character level on a long rest (EX: lvl 4 character gains 8 temp hp, lvl 10 character gains 20 temp hp).

Ancestral Ritual

Emberguard Orcs can collectively cast a ritual spell of their choosing, enhancing the spell based on the number of orcs participating. Different spells are unlocked at levels 4, 10, 16, & 18. One Ritual spell can be cast per long rest.

Level 4: Enlarge (requires 2 participants) - participants of the ritual elect one person to be enlarged by one size for the duration of one minute.

Level 10: United as One (requires 2 participants) - Participants of the ritual elect one creature within the circle to be amplified. This creature gains the movement, actions, and bonus actions of all other participants, to be used on their turn. All other participants become prone and cannot do anything until the end of the next turn rotation (or GM’s discretion).

Level 16: Unified Tribe (requires 2 participants) - All participants of the ritual can now take multiple actions, bonus actions, and movement based on the number of creatures in the ritual circle.  For example, 3 Emberguardians conduct the ritual. Immediately after the ritual, each orc can use 3 bonus actions for the remainder of their turn.  At the start of their next turn they can use up to 3 actions and 3 bonus actions and can move up to triple their max movement for the duration of one turn.

Level 18: Might of the Sun (requires 3 participants) - Participants of the ritual call down a solar flare from the heavens to pulverize their enemies in a 50ft cube.  The solar flare must be within 120 feet of the ritual circle.  Targets within the blast zone need to make a Constitution Saving throw of 18 or higher, taking 16d12 decimation damage on a failure and half of that on a success.  The strongest orc in the circle rolls the hit dice. Each participant beyond the minimum adds 2d12 to the damage roll.

Movement Speed

Accustomed to not standing on the hot sand for too long, Emberguardians are quicker than most. Your movement speed is 35 feet.

Age

Emberguard Orcs mature by age 15 and have an average lifespan of about 60 years; however, most are cast out from society at age 40 since they begin to grow weak. After getting cast out, most Emberguardians die only a couple years later due to depression.

Blunt Brawn

Emberguardian Orcs are naturally muscular and powerful, but can often use force to get what they want, causing negligence of intellectual development. You gain +2 to strength and -1 to intelligence.

Sun Skin

Centuries of basking in the daylight has reinforced emberguardians' skin to endure the most sweltering temperatures. You have resistance to fire damage.

Previous Versions

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2/5/2022 7:13:12 PM
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