Half-orc



From Player's Handbook, page 40; Eberron: Rising From the Last War, page 41; and Wayfinder's Guide to Eberron, page 98.

Traits
(Player's Handbook, page 40)

Your half-orc character has certain traits deriving from your orc ancestry.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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

Mark of Finding
(Eberron: Rising From the Last War, page 41)

If your character has the Mark of Finding, the following traits replace the character's racial traits in the Player's Handbook, aside from age, alignment, size, and speed.

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

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.

Hunter's Intuition. When you make a Perception or Survival check, you can roll a d4 and add the number rolled to the ability check.

Finder's Magic. You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Goblin.

Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.

Wayfinder's Guide to Eberron
(Wayfinder's Guide to Eberron, page 98)

If your character has the Mark of Finding, these traits replace the Ability Score Increase, Menacing, Relentless Endurance, and Savage Attacks given in the Player's Handbook.

Ability Score Increase. Your Strength score increases by 1, your Wisdom score increases by 1, and one other ability score of your choice increases by 1.

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

Hunter's Intuition. Your mark sharpens your senses and helps you find your prey. When you make a Perception or Survival check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

Imprint Prey. As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Survival check to track it. When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.

Sense Threats. When you reach 3rd level, you gain the ability to cast Locate Animals or Plants, but only as a ritual.

Languages. You can speak, read, and write Common and Goblin.