Orkoids (Biolance)

by TheTranMan

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Orkoids

Racial Traits

Your orc character has the following traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Speed. Your base walking speed is 30 feet.

Darkvision. 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.

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 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.

Subrace. Choose one of these subraces.

Planet Orc

Orcs that live on worlds, the more humble tribe-folk and in tune with the natural order. These orcs are basically like any fantasy orc, and reproduce sexually by doing the thing. A planet orc's stat can also be used for half-orcs.

Age. Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 80 years.

Size. Your size is Medium. Orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d10
  • Height = 4 feet + 10 inches + your size modifier in inches
  • Weight in pounds = 140 + (2d6 x your size modifier)

Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Latent Druidism. You learn a druid cantrip of your choice. At 3rd level, you can cast the entangle spell once per long rest. At 5th level, you can cast enhance ability once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.

Plantwalk. You can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

Languages. You can speak, read, and write Common, Druidic, and Orcish.

Space Ork

Orks in space, scourge of worlds and seekers of warfare live only to fight. Their ability to survive practically any environment is merely the genius of their genome, along with their ability to reproduce asexually a la spores.

Age. As long as an Ork is fighting, they live and grow stronger. An Ork that lives incredibly long is just as incredibly dangerous.

Size. Your size is Medium. The smallest Ork can easily reach a size that towers over even goliaths. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d8
  • Height = 5 feet + 4 inches + your size modifier in inches
  • Weight in pounds = 175 + (2d6 x your size modifier)

Ork Resilience. You can survive in the Vacuum of Space. Additionally, whenever you finish a long rest in a new terrain, you can supernaturally adapt to it, gaining these traits until you finish a long rest in a different terrain:


  • Hot Climate World. You are adapted to hot climates or cases of Extreme Heat as described in chapter 5 of the Dungeon Master's Guide, and consume half as much food and water required per day. You also gain resistance to fire damage.
  • Cold Climate World. You are adapted to cold climates or cases of Extreme Cold as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance to cold damage.
  • High Gravity World. You ignore any drawbacks caused by a world with high gravity.
  • And Much-Much More. Depending on circumstance and location, this trait differentiates highly, though I won't list every other change that might rely on "Peaceful Humid World" or similar.

Powerful Build. You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift.

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 movement closer to the enemy than you started.

Languages. You can speak, read, and write Undercommon, Common, and Orcish.

 

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