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20 Magic Items

for Orcs and Half Orcs

Nearsighted Games
3/16/2019 The Homebrewery - NaturalCrit

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Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
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This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by
Paul Bruton/Nearsighted Games and published under the Community Content
Agreement for Dungeon Masters Guild.
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20 Magic Items for Orcs and Half-Orcs


Items to Empower Your Warband
This document presents 20 new magic items specially designed for orc and half-orc adventurers. These items have been designed
to be of roughly comparable power to the magic items described in the Dungeon Master's Guide based on the rarity of each item.
The items in this document are numbered for reference and are presented in the order listed below.
As a bonus, this document includes an appendix containing 4 items from Magic Items Inspired by Video Games: Volume III,
available from DMs Guild.

# Item
1 bloodied boots
2 totem of the wasteland
3 totem of the tundra
4 boots of relentless pursuit
5 fang necklace of the shaman
6 bone armor of the shaman
7 helm of the orcish paladin
8 cape of the orcish sorcerer
9 skull helm of the chieftain
10 bracers of the chieftain
11 hide armor of the chieftain
12 ring mail of vengeance
13 breastplate of the tribal champion
14 berserker's greataxe
15 fearsome maul
16 spear of the nomad
17 cleaving scimitar
18 morningstar of retribution
19 Sutha's veil
20 Eye of Gruumsh

Appendix: Bonus Items from "Magic Items Inspired by Video Games: Volume III"

Bonus Items
sword of the warden
armor of the warden
sword of the inquisitor
shield of the inquisitor

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#1 - Bloodied Boots #6 - Bone Armor of the Shaman


Wondrous item, rare (requires attunement by an orc or half- Armor (chain shirt), rare (requires attunement by an orc or
orc) half-orc)
A pair of thick, rough, hide boots with heavy fur trim. These A set of armor made from the bones of fallen enemies. This
boots have no effect while you are at your maximum hit armor has the same properties as a chain shirt, but also
points. When you drop below your maximum hit points, you grants resistance to necrotic damage. While wearing the
gain a +1 bonus to damage rolls. If your hit points drop below armor, you have disadvantage on Dexterity (Stealth) checks,
half of your hit point maximum, this bonus increases to +2. but you have advantage on Charisma (Intimidation) checks.
Additionally, when you are reduced to 0 hit points, you may Once per day, you may activate the armor as an action to cast
immediately make one attack as a reaction before falling speak with dead. The armor regains the ability to cast speak
unconscious. with dead daily at dawn.
#2 - Totem of the Wasteland #7 - Helm of the Orcish Paladin
Wondrous item, rare (requires attunement by an orc or half- Wondrous item, rare (requires attunement by an orc or half-
orc) orc)
A beige stone totem with intricate designs carved across its A polished steel helmet blessed by a half-orc cleric and once
surface. While attuned to this totem, you have resistance to worn by a renowned half-orc paladin. This helm grants a +1
fire damage and are immune to the negative effects of bonus to AC, you have resistance to necrotic damage, and you
extreme heat, you have advantage on Wisdom (Survival) cannot be blinded by magical means. Once per day, you may
checks made while traveling in a desert environment, and you activate the helm as a bonus action to cast blinding smite.
do not have disadvantage on ranged attacks made in strong The helm regains the ability to cast blinding smite daily at
wind. dawn.
#3 - Totem of the Tundra #8 - Cape of the Orcish Sorcerer
Wondrous item, rare (requires attunement by an orc or half- Wondrous item, rare (requires attunement by an orc or half-
orc) orc who is a druid, sorcerer, warlock, or wizard)
A white stone totem with intricate designs carved across its A long, rough, flowing, black cape with arcane symbols sewn
surface. While attuned to this totem, you have resistance to along its surface. While wearing the cape, you have
cold damage and are immune to the negative effects of advantage on spell attacks. The cape has 2 charges. As an
extreme cold, you have advantage on Wisdom (Survival) action, you may expend one charge to cast either enhance
checks made while traveling in an arctic environment, and ability or scorching ray. The cape regains 1d2 expended
you gain the ability to walk normally on icy surfaces without charges daily at dawn.
needing to make a Dexterity (Acrobatics) check.
#9 - Skull Helm of the Chieftain
#4 - Boots of Relentless Pursuit Wondrous item, rare (requires attunement by an orc or half-
Wondrous item, rare (requires attunement by an orc or half- orc)
orc)
A large stone helm made from the skull of a large reptilian
A pair of thick, hide boots favored by the most devoted orc creature. While wearing the helm, you have resistance to
hunters. These boots have 3 charges. As an action, you may psychic damage, and you have advantage on Wisdom saving
expend a charge to cast longstrider on yourself. The boots throws. Whenever you score a critical hit while wearing the
regain 1d3 expended charges daily at dawn. helm, the target of your attack must succeed on a Wisdom
Additionally, whenever you finish a long rest, you recover saving throw (DC 16) or become frightened of you and the
two levels of exhaustion instead of only one. helm for 3 rounds.
#5 - Fang Necklace of the Shaman
Wondrous item, rare (requires attunement by an orc or half-
orc)
An ornate necklace made of the fangs of creatures hunted by
orcish nomads. While wearing this necklace, you have
resistance to psychic damage, and you have advantage on
Wisdom saving throws. Once per day, you may activate the
necklace to cast animate dead. The necklace regains the
ability to cast animate dead daily at dawn.

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#10 - Bracers of the Chieftain #15 - Fearsome Maul


Wondrous item, rare (requires attunement by an orc or half- Weapon (maul), very rare (requires attunement by an orc or
orc) half-orc)
A pair of ancient leather bracers with intricate orcish designs A massive maul with a ferocious-looking skull design on the
carved into the front and back. These bracers grant a +1 head. Attacks with this maul have a +2 bonus to attack and
bonus to AC, and you have resistance to acid damage. Once damage rolls and deal an extra 2d6 psychic damage. On a
per day, you may activate the bracers to cast augury. Casting critical hit, the target must succeed on a Wisdom saving
augury requires 1 minute and you must have marked sticks throw (DC 16) or take an additional 2d8 psychic damage and
or bones that you can use to interpret the results of the spell. become frightened of you and the maul for 3 rounds.
The bracers regain the ability to cast augury daily at dawn.
#16 - Spear of the Nomad
#11 - Hide Armor of the Chieftain Weapon (spear), very rare (requires attunement by an orc or
Armor (hide), rare (requires attunement by an orc or half-orc) half-orc)
A rough, thick set of hide armor with small bones and other A decorated wooden spear with a sharp stone spearhead.
traditional orcish decorations sewn into the lining. This Attacks with this spear have a +2 bonus to attack and damage
armor grants an extra +1 bonus to AC, and you have rolls and deal an extra 2d6 piercing damage. On a critical hit,
resistance to cold damage. While wearing the armor, you this spear causes a wound that bleeds profusely, dealing an
have advantage on any Charisma checks made to persuade, additional 1d6 piercing damage on each round for the next 3
intimidate, or otherwise influence orcs and half-orcs. rounds.
Additionally, when used as a thrown weapon, this spear
#12 - Ring Mail of Vengeance teleports back into your hands at the start of your next turn.
Armor (ring mail), rare (requires attunement by an orc or half-
orc) #17 - Cleaving Scimitar
Weapon (scimitar), very rare (requires attunement by an orc
A set of crudely made ring mail held together in places by or half-orc)
leather straps. This ring mail grants an extra +1 bonus to AC,
and you have resistance to slashing and piercing damage. A jagged, rusting scimitar with a carved stone handle. Attacks
Whenever a creature hits you with a melee attack, the ring with this scimitar have a +2 bonus to attack and damage rolls
mail lashes out magically, dealing 1d6 necrotic damage and deal an extra 2d6 slashing damage. When you make an
against the attacker. This effect activates each time you are attack on your turn with this scimitar that reduces a creature
hit by a melee attack. to 0 hit points, you may immediately make another attack
with the scimitar against one target within 10 feet as a
#13 - Breastplate of the Tribal Champion reaction. If this attack also reduces a creature to 0 hit points,
Armor (breastplate), very rare (requires attunement by an orc you do not get to make another attack.
or half-orc)
#18 - Morningstar of Retribution
A crudely made breastplate once worn by the champion of a Weapon (morningstar), very rare (requires attunement by an
well-known orc warrior tribe. This breastplate grants an extra orc or half-orc)
+2 bonus to AC, and you have resistance to acid and poison
damage. You may activate the breastplate as an action or A large morningstar with intricate orcish designs carved
bonus action (depending on the spell) to cast the following along the handle. Attacks made with this morningstar have a
spells: longstrider, hunter's mark, haste. You may use the +2 bonus to attack and damage rolls. Whenever you make an
breastplate to cast each of these spells once per day, and the attack with this morningstar against a creature who has dealt
breastplate regains the ability to cast all of these spells daily damage to you in the last 2 rounds, your attack deals an extra
at dawn. 2d12 necrotic damage, and you heal hit points equal to half
the necrotic damage dealt (rounded down).
#14 - Berserker's Greataxe
Weapon (greataxe), very rare (requires attunement by an orc
or half-orc)
A jagged stone greataxe with intricate designs carved along
the handle. You gain the ability to rage (as the barbarian
ability) once per day. If you are a barbarian, you may rage one
additional time per day than allowed by your class level.
While raging, the greataxe deals an extra 2d6 thunder
damage. For a barbarian, the first rage of the day while
wielding the greataxe is the bonus rage. A barbarian deals the
extra damage with the greataxe while raging even if the rage
is not granted by the greataxe. The greataxe regains its spent
rage ability daily at dawn.

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#19 - Sutha's Veil #20 - Eye of Gruumsh


Wondrous item, legendary (requires attunement by an orc or Wondrous item, artifact (requires attunement by an orc or
half-orc) half-orc)
A black mourning veil worn by the widow of a legendary orc A carved stone talisman in the shape of an eye, hanging from
chieftain who took control of her tribe after her husband's a long leather cord. This talisman is said to have been given
death. While wearing the veil, you have resistance to psychic to the first worshipper of the one-eyed orc god, Gruumsh, and
damage and necrotic damage, and you cannot be charmed or is imbued with a portion of the orc god's divine power. The
frightened. You also have advantage on any Charisma checks Eye of Gruumsh is a powerful artifact that allows the wearer
made when interacting with orcs or half-orcs, and you have to see things that are hidden. Anyone orc or half-orc wearing
advantage on all Charisma (Intimidation) checks. Once per this talisman is likely to command respect among orc tribes.
day, you may activate the veil as an action to cast fear. The Any non-orc who wears the Eye gains no benefit from the
veil regains the ability to cast fear daily at dawn. Eye, and is likely to be targeted by orcs as a heretic.
Additionally, you may activate the veil as an action to cast Properties. The Eye of Gruumsh grants the following
speak with dead. Once you have used this ability, you cannot benefits:
use the veil to speak with dead again for 10 days.
You have resistance to acid, poison, and psychic damage.
You can see invisible creatures and objects as if constantly
under the effect of a see invisibility spell.
You can focus as a bonus action to see 60 feet into the
Ethereal Plane.
You cannot be blinded by magical means.
You are immune to magical sleep effects, though you still
need to sleep as normal to rest.
You can see in magical darkness.
You gain blindsight to a range of 60 feet.
Spells. While wearing the Eye, you can use an action or
bonus action (depending on the spell) to cast the following
spells (save DC 19): blindness, blur, blinding smite (as the
spell, but deals necrotic damage), and eyebite. Once you use
the Eye to cast a spell, you can't cast that spell again until the
next dawn.
Additionally, you may use the Eye to cast commune, though
you can only use the Eye to commune with Gruumsh. Once
you have used the Eye to commune, you cannot use the Eye
in this way again for 5 days. Be warned - Gruumsh is not the
most knowledgable deity, and he is not always in the mood to
be disturbed, even by his most devoted worshippers.
Destroying the Eye. The Eye was originally forged in
Gruumsh's Iron Fortress on Acheron, and the Eye can only be
destroyed within the walls of the Iron Fortress. Even within
the Iron Fortress, the Eye can only be damaged by a magic
item of legendary rarity or by another artifact. The Eye has an
AC of 20 and 150 hit points, and explodes into hundreds of
razor sharp stone shards when reduced to 0 hits points,
dealing 10d10 piercing damage to any creature within 50 feet
(half damage on a successful Dexterity saving throw, DC 19).
If the Eye is damaged but not reduced to 0 hit points, the Eye
can repair itself over time, regaining 10 hit points daily at
dawn.
Gruumsh is capable of recreating the Eye if it is destroyed,
though doing so takes a minimum of 1d4 + 5 years.

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Appendix: Bonus Items from "Magic Items Inspired by Video Games: Volume
III"
These items were originally published in Magic Items Inspired by Video Games: Volume III, available from DMs Guild. If you enjoy
these items, please check out that document or any of the other work from Nearsighted Games.

Sword of the Warden Sword of the Inquisitor


Weapon (greatsword), very rare (requires attunement) Weapon (longsword), very rare (requires attunement)
A massive greatsword once wielded by a hero who battled an A silver longsword with a stylized eye carved into the guard.
archdemon in an ancient realm. Attacks with this sword have Attacks with this sword have a +2 bonus to attack and
a +2 bonus to attack and damage rolls and deal an extra 2d6 damage rolls and deal an extra 2d6 psychic damage. While
cold damage. If the attack is against an undead creature or attuned to the sword, you may activate the sword as an action
fiend, the attack instead deals 3d6 cold damage. to cast zone of truth. The sword regains the ability to cast
zone of truth daily at dawn.
Armor of the Warden
Armor (plate), very rare (requires attunement) Shield of the Inquisitor
Armor (shield), very rare (requires attunement)
A set of plate armor once worn by a hero who battled an
archdemon in an ancient realm. You gain a +2 bonus to AC A silver shield with a stylized eye carved into the front. This
and saving throws while wearing this armor. Whenever a shield grants an extra +2 bonus to AC, and spell attacks
fiend or undead creature makes a melee attack against you against you have disadvantage. While attuned to this shield,
while you are wearing this armor, that creature takes 4 force you have advantage on Intelligence (Investigation) and
damage. Charisma (Persuasion) checks.

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