- Ability Score Increases: +2 Strength
- 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.
- 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.
Origin Town: Gruungrad, or Crownworth
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.
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.
Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Half-Orcs have a skin color ranging from brown, to green, to a dullish gray. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a disgraced combatant or exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.
Half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.
A long time ago Gruungrad was nothing more than a large collection of different Orc tribes. Eventually the humans pushed the orcs to the brink of destruction, and they started to focus on developing their own settlement instead of sending out raiding parties. The harsh lands that surround them are full of life that is edible, however these animals were particularly dangerous and required skilled hunters to take them down. Small elite hunting squads had to leave Gruungrad to bring back food for the community. Warriors would duel each other for the honor and opportunity of going out on these hunts. It is here that the desire for fighting started to grow. The scope of these battles grew over time until the arena that is well known today was established. Nowadays there aren’t many orcs left in Gruungrad. Over time humans and orcs in Gruungrad grew so close that half-orcs are now the largest population in Gruungrad.
Ability Scores: +1 Strength, Constitution, or Wisdom
Skills: Proficiency in the Athletics, Intimidation, or Acrobatics skill.
Powerful Build: You count as if you were one size larger for the purpose of determining your carrying capacity.
Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
With a history of blood and battle between humans and orcs, one might find it surprising that half-orcs are accepted in the borders of Crownworth. Many centuries ago a heavy prejudice against them did exist. But Queen Mendra made it her personal platform to seek liberty and respect for half-orcs. Whether she did it out of the altruism in her heart, or just to curry the favor of the liberal population in Crownworth is lost to the sands of time. However the impact of her policies have been profound and half-orcs today make up a sizeable portion of Crownworth, especially in regards to its militia and guard.
Ability Scores: +1 Strength, Charisma, or Wisdom
Skills: Proficiency in the Deception, Insight, or Persuasion skill.
Language: One language of your choice.
Politics Connoisseur: Whenever you make an Intelligence (History) check related to politics, government, or law of any well known towns, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Diplomat: If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature’s Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.