All following abilities replace Adrenaline Rush and Relentless Endurance.
Plains Orcs – Windrunners
These orcs are nomadic, living in vast grasslands where they ride swift beasts and hunt with precision. Their culture revolves around the wind, believing it carries the voices of ancestors.
Pack Hunter: When an ally is within 5 feet of a creature you attack, you can make your first melee attack roll in a turn against that creature with advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Nomadic Endurance: You ignore the effects of forced marches and do not suffer exhaustion from traveling long distances.
Swamp Orcs – Mireborn
Lurking in misty wetlands, Mireborn orcs have evolved venomous resilience and a natural connection to ancient magic.
Bog Hex: As a bonus action you can murmur an ancient incantation to a target within 30 feet of you, hexing them with orc magic. The next time the target deals damage before the start of your next turn, it takes necrotic damage equal to your proficiency bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Toxin Resistance: You have resistance to poison damage.
Canyon Orcs – Redclaws
Agile and predatory, Redclaws are masters of using elevation to their advantage, launching devastating ambushes from above.
Ambush: When you make a melee weapon attack against a creature that has not taken a turn in combat yet, you roll one additional weapon damage die on a hit.
Talon Grip: You have climbing speed equal to your normal speed, and you can grapple creatures one size larger than you.
Mountain Orcs – Thunderhearts
Living among the jagged peaks and windswept crags, Thunderheart orcs have adapted to the volatile weather of their high-altitude homes. They channel the raw power of thunderstorms, wielding it in both their physical prowess and their booming presence.
Voice of the Peaks: You can project your voice with incredible force. As an action, you can choose a creature you can see within 60 feet of you. The target must succeed on a saving throw detailed in the effect (DC equals 8 + your proficiency bonus + your Constitution modifier). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Wind Shear (Strength Save): You unleash a piercing shriek, like the wind tearing through a mountain pass. On a failed save, the target takes 1d6 thunder damage and is pushed 5 feet in a direction of your choice.
Stone's Tremor (Dexterity Save): Your voice resonates with the deep rumble of shifting stone, shaking the very ground. On a failed save, the target takes 1d6 thunder damage and its footing is momentarily disrupted as they fall prone.
Thunderclap (Constitution Save): You unleash a deafening roar, like the crash of thunder echoing through the peaks. On a failed save, the target takes 1d6 thunder damage and is deafened until the start of your next turn.
Disorienting Roar (Intelligence Save): Your voice erupts in a disorienting barrage of commands and echoes, shattering their focus. On a failed save, the target takes 1d6 thunder damage and is overwhelmed by the cacophony, and cannot take reactions on this turn.
Echoing Intimidation (Wisdom Save): Your shout echoes with a deep, resonating tone, like the warning rumble of an avalanche. On a failed save, the target takes 1d6 thunder damage and experiences a feeling of dread, and has disadvantage on the next Wisdom saving throw they make before the start of your next turn.
Fog of Doubt (Charisma Save): Your voice weakens the target’s resolve and fogs their mind, like the swirling mists that obscure the mountain's summit. On a failed save, the target's thoughts become clouded, and it has disadvantage on the next ability check it makes before the start of your next turn.
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