Orch (5e Race)

From D&D Wiki

Jump to: navigation, search

Design Note: This race makes use of the Large Player Characters (5e Variant Rule).

Orch[edit]

Ilsonway ducked behind the broken rock of the stadium floor as his co-fighter splattered against a wall. When Ilsonway finally mustered up the courage to fight, he was met by a huge, black hand that grabbed him by the head with swift and crushing strength.

Puny elf! The creature snarled just before letting out a ginormous roar.

Needless to say, the elf met the same fate as his compatriot.

Physical Description[edit]

8136c3d55d6c4132a34c888b8141ee7b.jpg
By Gao Ke Yang

The orch are huge, orc-like humanoid creatures that live in the Feywilds. They are usually jet-black but can be dark green or dark blue in skin color. They have small tusks protruding from their bottom jaw. Their most prominent feature is their huge horns on their head that can range from black to white. They often nail plates of metal into their heads to protect and reinforce their horns. They also have large flap-like ears and stoney like skin which is typically reason enough for no need of much armor.

History[edit]

As far back as written records go, the orch have been known to live to far away from any civilization in the Feywilds, living sustainably off of the land. It is theorized that the orch's heritage came partially from the giants, as it is told, that long ago, orchs grew to sizes greater than their modern ones, nearly 20 feet and over. For whatever reason, all orchs today have lost their previously mammoth size. It is possible that they favored mating with orchs and among their own more, and so diluted the giant blood in them. They still live as territorial groups of the Feywilds, attacking other fey that may encroach on their claimed lands.

Society[edit]

Orchs live in a tribal society in small communities of individuals that consists of a hierarchy. These communities are scattered across the Feywilds, constituting their individual territories. These groups are nomadic and so may often clash when it is time to move and resettle. The hierarchy of each society generally goes, from top to bottom: Warchief, Chief, Shaman, Brave, and then Squire. Warchiefs are seen to be not only the strongest but also the wisest in balance, capable of plotting strategies with Chiefs and rousing their men. Shamans are well versed in studies, which aid in strategy as well as other practical things like augury and reading the weather. Shamans also usually tend to gather food where Braves hunt. Squires assist both with their duties and make up most of the foot soldiers. Orchs live off the land of the Feywild, hunting and traveling wherever their primary game sources go.

Orchs are not very receptive of outsiders, particularly elves, who they see as weaklings or pansies and cowards. They are known to terrorize humans. When game is scarce, orchs often raid human settlements for their livestock, crossing into Toril. Some do end up stranded outside the Feywild and then blend a bit with the local populations of ne'er do wells, be it orc barbarians or chaotic giants of the mountains.

Orch Names[edit]

The orch often have simple names that sometimes sound like the noises other races make with their bodies.

Male:Errph, Blek, Furrb, Groddle

Female: Phfft, Darla, Gragg, Klitch

Orch Traits[edit]

Tall, dark-skinned, horned giants that live in the Feywilds.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Orchs mature much slower than humans and reach adulthood at 25. They have been known to live up to 250 years.
Alignment. The orchs tend to take a neutral alignment.
Size. Orchs are massive. They are usually around 11 feet in height. Your size is Large.
Speed. Your base walking speed is 25 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.
Rocky Dermis. When not wearing any armor, your Armor Class is equal to 13 + your Constitution modifier. You can still gain this effect when you are wielding a shield
Dull. You aren't the brightest race to walk the Feywild. You have disadvantage on Intelligence, Wisdom and Charisma saving throws against magic cast by creatures with the fey creature type.
Intimidating. Your monstrously large form causes many to run in fear. You are proficient in the Intimidation skill.
Languages. You can read, write and speak Common, Orc and Giant.

Random Height and Weight[edit]

Table: Orch Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
11′ 0″ +1d4 300 lb. × (2d8) lb.

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors