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Species: Orc
Orcs. The children of the horizon. Your people were on the plains first. Then the dwarves came for the gold underneath, the humans came to call it discovery, and the elves promised trade and brought curses. No orc was asked.
The old wisdom says the plains are open to everyone, and riders must travel. Now all orcs are riders and no camp is safe. The new peoples fence the plains and attack when your beasts pass through the old ways. We are called raiders instead of riders. We ride further, carry more and go without longer. Every soul walks a wind path, and we orcs carry our own through the storm. If we fall, we carry on.
Think of why {name} left the Orc Camp, and what would bring them back.
- Size: Medium
- Speed: 30 ft.
- Darkvision: 120 feet
You can take the Dash action as a Bonus Action. When you do so, you gain Temporary Hit Points equal to your Proficiency Bonus.
You may use this trait a number of times equal to your Proficiency Bonus, regaining all uses after a Short or Long Rest.
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.
In spite what others say about them, Orcs are not mindless marauders or evil brutes. They are nomadic peoples of immense spiritual depth, caught between the winds of freedom and the burdens of displacement.
- Once inhabitants of forests and mountains, orcs were pushed to the margins by expanding Elven, Dwarven, and, more recently, Human nations.
- Some tell stories that orcs were cursed to roam as children of the horizon, and they will claim the land where sun touches the earth. Until that day comes, they are forever moving, forever seeking.
- Nomadism: Orc societies are built around migrating herds, shifting camps, and oral tradition.
- Survival and Honor: Strength is revered not for domination, but for protecting the clan.
- Courage in Motion: Life is dynamic, and full of changes. To pause too long is to stagnate. To wander is to live. We must learn to change too.
- Orcs believe in a wind path, a metaphysical route each soul must walk to find meaning.
- Ancestors are honored as wayfarers who reached a final horizon, and dreams are seen as signposts from those who walked before.
- Orc characters often reflect a deep connection to instinct, resilience, and personal freedom.
- They may have a fraught or fascinating relationship with more static cultures.
- Perfect for fighters, barbarians, rangers, and druids, but any class can reflect their wild spirit.
Tagline: “We do not settle. We carry on.”
- Size: Medium
- Speed: 30 ft.
- Darkvision: 60 ft.
You gain proficiency in the Intimidation skill.
Shared with full-blooded orcs.
On a melee crit, add an extra damage die.
You can speak, read, and write Common and Orc. The Orc tongue is guttural, rhythmic, and often poetic when chanted.
- Cultural Friction: Are your people welcome in the lands you cross?
- Lost Homeland: Do you seek to reclaim what was taken?
- Burden of Image: What do others assume about orcs—and how do you challenge it?

