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Orc

Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to
destroy. Motivated by their hatred of the civilized races of the world and their need to
satisfy the demands of their deities, the orcs know that if they fight well and bring glory
to their tribe, Gruumsh will call them home.

Orc Features
• Ability Score Increase. Your Strength score increases by 2, your Constitution score
increases by 1, and your Intelligence score is reduced by 2.

• Age. Orcs reach adulthood at age 12 and live up to 50 years.

• Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They
also respect strength above all else and believe the strong must bully the weak to ensure
that weakness does not spread like a disease. They are usually chaotic evil.

• Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size
is Medium.

• 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.

• 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.

• Menacing. You are proficient in the Intimidation skill.

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

• Languages. You can speak, read, and write Common and Orc.

Background: Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury
it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a
bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark.
The burden has taken its toll, isolating you from most people and making you question your
sanity. You must find a way to overcome it before it destroys you.
Skill Proficiencies

Choose two of Arcana, Investigation, Religion, or Survival

Tool Proficiencies

None

Languages

Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal,
Primordial, Sylvan, or Undercommon)

Equipment

Monster hunter’s pack, one trinket of special significance

Feature: Harrowing Event

Prior to becoming an adventurer, your path in life was defined by one dark moment, one
fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and
you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll
one on the Harrowing Events table.

d10 Harrowing Event

As a kid you befriended a wizard that was a prisoner of your tribe, he offered to teach you
some magic seeing something good in you, you learned eagerly but at the end your father
executed him and you couldn’t do anything to stop it.

Feature: Melancholic heart

Those who look into your eyes can see that you have faced unimaginable horror and that
you are no stranger to darkness. Though they might fear you, commoners will extend you
every courtesy and do their utmost to help you. Unless you have shown yourself to be a
danger to them, they will even take up arms to fight alongside you, should you find
yourself facing an enemy alone.

Suggested Characteristics

You have learned to live with the terror that haunts you. You are a survivor, who can be
very protective of those who bring light into your darkened life.
d8 Personality Trait

1 I don't run from evil. Evil runs from me.

7 I refuse to become a victim, and I will not allow others to be victimized.

d6 Ideal

1 Selflessness. I try to help those in need, no matter what the personal cost. (Good)

d6 Bond

4 A terrible guilt consumes me. I hope that I can find redemption through my actions.

d6 Flaw

1 I have certain rituals that I must follow every day. I can never break them.

Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw
from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a
power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of
strength.

You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

The Barbarian

Level Proficiency Bonus Features Rages Rage Damage

1st +2 Rage, Unarmored Defense 2 +2

2nd +2 Reckless Attack, Danger Sense 2 +2

3rd +2 Primal Path 3 +2

4th +2 Ability Score Improvement 3 +2

5th +3 Extra Attack, Fast Movement 3 +2

6th +3 Path feature 4 +2

7th +3 Feral Instinct 4 +2

8th +3 Ability Score Improvement 4 +2


9th +4 Brutal Critical (1 die) 4 +3

10th +4 Path feature 4 +3

11th +4 Relentless Rage 4 +3

12th +4 Ability Score Improvement 5 +3

13th +5 Brutal Critical (2 dice) 5 +4

14th +5 Path feature 5 +4

15th +5 Persistent Rage 5 +4

16th +5 Ability Score Improvement 5 +4

17th +6 Brutal Critical (3 dice) 6 +4

18th +6 Indomitable Might 6 +4

19th +6 Ability Score Improvement 6 +4

20th +6 Primal Champion Unlimited +4

Class Features
As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level


Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level
after 1st

Proficiencies

Armor: Light armor, medium armor, shields


Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and
Survival
Equipment

You start with the following equipment, in addition to the equipment granted by your
background:
• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer's pack and four javelins

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus
action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws.


• When you make a melee weapon attack using Strength, you gain a bonus to the damage
roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column
of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn
ends and you haven't attacked a hostile creature since your last turn or taken damage since
then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages
column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be,
giving you an edge when you dodge away from danger. You have advantage on Dexterity
saving throws against effects that you can see, such as traps and spells. To gain this benefit,
you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce
desperation. When you make your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage until your next turn.

Primal Path

• Ancestral Guardian

Feats

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you
can act normally on your first turn, but only if you enter your rage before doing anything
else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining
the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage

Starting at 11th level, your raage can keep you fighting despite grievous wounds. If you
drop to 0 hit points while you're raging and don't die outright, you can make a DC 10
Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a
short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious
or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score,
you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores
increase by 4. Your maximum for those scores is now 24.

Barbarian: Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that
the warriors of the past linger in the world as mighty spirits, who can guide and protect
the living. When a barbarian who follows this path rages, the barbarian contacts the
spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes
and their allies. In order to cement ties to their ancestral guardians, barbarians who
follow this path cover themselves in elaborate tattoos that celebrate their ancestors’
deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome
rivals.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter
your rage. While you’re raging, the first creature you hit with an attack on your turn
becomes the target of the warriors, which hinder its attacks. Until the start of your next
turn, that target has disadvantage on any attack roll that isn't against you, and when the
target hits a creature other than you with an attack, that creature has resistance to the
damage of the target’s attacks.
Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection
to those you defend. If you are raging and a creature you can see within 30 feet of you takes
damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at
10th level and by 4d6 at 14th level.

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so,
you cast the Augury or Clairvoyance spell, without using a spell slot or material
components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly
summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting
ability for these spells.

After you cast either spell in this way, you can’t use this feature again until you finish a
short or long rest.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your
Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force
damage that your Spirit Shield prevents.

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