PotatoGolem
2015-04-01, 01:31 PM
The campaign I'm running features Orcs prominently as both PCs and NPCs. Long story short, the world was created by gods of Law/Chaos/Neutrality, and they each made a race. Dwarves are Lawful, Elves are Chaotic, and Orcs are neutral. They're mostly nature worshipers and nomads- sort of a cross between Celts/Druids and Native Americans. Anyways, the Half-Orc has been replaced by the Gray Orc, but I wanted to make sure the subraces are balanced.
Orc Racial Traits
+1 Con. Orcs are hardy and tough.
Relentless Endurance (as half-orc in PHB). An orc's will to live is strong, and can allow them to survive even debilitating injuries.
Darkvision 60 ft. Orcs, like the other two Elder Races, can see in the dark.
Speak Common and Orcish
Gray Orcs: the majority of the orcish population. Hardy and strong. Gray Orc adventurers are mostly Barbarians, Rangers, and Paladins.
+2 Str. Gray orcs are phenomenally strong.
Savage attacks (as h-orc in PHB). Survival in the wild often depends on ending a fight quickly, and gray orcs are skilled at exploiting openings in a foe's defenses.
Proficient in Survival. Gray orcs are skilled trackers and hunter-gatherers.
Green Orcs: spiritual leaders of the orcs. Not a true subrace, as a child of two gray orcs can be green. Green orcs are almost all Druids, though some are Clerics or (rarely) Rangers.
+2 Wis. Green orcs are in tune with the natural world and their surroundings.
Can cast Animal Friendship, Purify Food and Water, and Detect Poison 1/long rest each at their lowest level. Green orcs are able to calm animals and protect a tribe's food and water.
Resistant to poison damage, advantage on saves vs poison. Green orcs resist venom and poisons easily.
Proficient in Nature. Green orcs are wise in the ways of the natural world.
Path of the Shamanic Warrior: an attempt to make a 1/3 caster barbarian like the EK and AT. Mostly orcs who learn to tap into both their spiritual legacy and their martial power.
Spellcasting: at 3rd level, you gain the ability to cast spells. Use the Spells per Day and Spells known table from the Eldritch Knight. Spells are drawn from the Druid spell list. Your spellcasting ability is Wisdom.
Cantrips: you know 2 cantrips from the Druid list. You gain an additional cantrip at 10th level.
Shamanic Trance: at 3rd level, you may cast Druid spells of a level less than or equal to ½ your barbarian level (round down) while raging. Casting a spell counts as making an attack for the purposes of ending your rage. When you cast a spell while raging, add your rage damage bonus to the spell's damage (if any).
Friend to Animals: at 6th level, you may cast Animal Friendship, Speak With Animals, and Beast Sense as rituals. You also gain your choice of Find Familiar or Find Steed as a ritual, but the animal you call is an actual animal (not a fey, fiend, or celestial) and must be naturally occurring in the area you are in.
Trance of Nature's Might: at 10th level, you learn a 3rd-level Druid spell as a Rage Ritual. You may cast a spell as a Rage Ritual by spending 10 minutes and a use of Rage. At 13th and 19th level you gain a 4th and 5th level Druid spell as a Rage Ritual, respectively. Any time you gain a Barbarian level you may exchange a Rage Ritual spell for another Druid spell of the same level.
Incarnation of Nature’s Wrath: at 14th level, on any turn you attack while raging, you may cast a Druid spell with a casting time of 1 action or less as a bonus action
Friends both Great and Small: at 14th level, you gain whichever ritual you did not choose at 6th level, subject to the same limitations.
Orc Racial Traits
+1 Con. Orcs are hardy and tough.
Relentless Endurance (as half-orc in PHB). An orc's will to live is strong, and can allow them to survive even debilitating injuries.
Darkvision 60 ft. Orcs, like the other two Elder Races, can see in the dark.
Speak Common and Orcish
Gray Orcs: the majority of the orcish population. Hardy and strong. Gray Orc adventurers are mostly Barbarians, Rangers, and Paladins.
+2 Str. Gray orcs are phenomenally strong.
Savage attacks (as h-orc in PHB). Survival in the wild often depends on ending a fight quickly, and gray orcs are skilled at exploiting openings in a foe's defenses.
Proficient in Survival. Gray orcs are skilled trackers and hunter-gatherers.
Green Orcs: spiritual leaders of the orcs. Not a true subrace, as a child of two gray orcs can be green. Green orcs are almost all Druids, though some are Clerics or (rarely) Rangers.
+2 Wis. Green orcs are in tune with the natural world and their surroundings.
Can cast Animal Friendship, Purify Food and Water, and Detect Poison 1/long rest each at their lowest level. Green orcs are able to calm animals and protect a tribe's food and water.
Resistant to poison damage, advantage on saves vs poison. Green orcs resist venom and poisons easily.
Proficient in Nature. Green orcs are wise in the ways of the natural world.
Path of the Shamanic Warrior: an attempt to make a 1/3 caster barbarian like the EK and AT. Mostly orcs who learn to tap into both their spiritual legacy and their martial power.
Spellcasting: at 3rd level, you gain the ability to cast spells. Use the Spells per Day and Spells known table from the Eldritch Knight. Spells are drawn from the Druid spell list. Your spellcasting ability is Wisdom.
Cantrips: you know 2 cantrips from the Druid list. You gain an additional cantrip at 10th level.
Shamanic Trance: at 3rd level, you may cast Druid spells of a level less than or equal to ½ your barbarian level (round down) while raging. Casting a spell counts as making an attack for the purposes of ending your rage. When you cast a spell while raging, add your rage damage bonus to the spell's damage (if any).
Friend to Animals: at 6th level, you may cast Animal Friendship, Speak With Animals, and Beast Sense as rituals. You also gain your choice of Find Familiar or Find Steed as a ritual, but the animal you call is an actual animal (not a fey, fiend, or celestial) and must be naturally occurring in the area you are in.
Trance of Nature's Might: at 10th level, you learn a 3rd-level Druid spell as a Rage Ritual. You may cast a spell as a Rage Ritual by spending 10 minutes and a use of Rage. At 13th and 19th level you gain a 4th and 5th level Druid spell as a Rage Ritual, respectively. Any time you gain a Barbarian level you may exchange a Rage Ritual spell for another Druid spell of the same level.
Incarnation of Nature’s Wrath: at 14th level, on any turn you attack while raging, you may cast a Druid spell with a casting time of 1 action or less as a bonus action
Friends both Great and Small: at 14th level, you gain whichever ritual you did not choose at 6th level, subject to the same limitations.