Half-Orc for Dungeons and Dragons DND
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Description
Characteristics for your half-orc for Dungeons & Dragons 5e, based on your miniature image:
Race: Half-Orc
Half-Orc Racial Traits (D&D 5e - Player's Handbook):
- Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
- Age: Half-orcs mature a bit faster than humans, reaching adulthood around age 14. They live to about 75 years.
- Alignment: Half-orcs tend toward chaotic, not out of a lack of morality, but due to their fierce, independent natures. They are usually good or neutral.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Superior Darkvision: You can see in dim light within 60 feet 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.
- 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 trait 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 attack's damage.
- Skill Proficiency: You are proficient in the Intimidation skill.
- Languages: You can speak, read, and write Common and Orcish.
Suggested Class: Barbarian
Strengths of a Half-Orc Barbarian:
- Rage: Allows you to ignore damage (resistance to bludgeoning, piercing, and slashing damage), gain a bonus to melee attacks, and advantage on Strength checks. This is the heart of your offense and defense.
- Savage Attacks: Combines beautifully with Rage and Barbarian advantages to deal explosive critical damage.
- High Constitution: Gives you many hit points and improves your AC if you don't use heavy armor (AC = 10 + Dexterity Modifier + Constitution Modifier).
- Weapons: Your miniature wields an axe, ideal for a Barbarian.
Ability Score Distribution (example, using the 4d6 drop lowest method or standard array): Assuming you use the racial bonuses of +2 Strength and +1 Constitution:
- Strength (STR): Your highest score. Essential for damage and Rage checks. (Ex: 15 + 2 = 17)
- Constitution (CON): Your second-highest score. For Hit Points and AC. (Ex: 14 + 1 = 15)
- Dexterity (DEX): Important for your AC if not using armor, and for Initiative. (Ex: 13)
- Wisdom (WIS): Useful for Perception and some common saving throws. (Ex: 10)
- Charisma (CHA): Not as critical for a Barbarian, can be your lowest score. (Ex: 8)
- Intelligence (INT): Similar to Charisma. (Ex: 8)
Example of Final Ability Scores (after racial bonuses):
- Strength: 17
- Constitution: 15
- Dexterity: 13
- Wisdom: 10
- Charisma: 8
- Intelligence: 8
Primary Weapon: Greataxe
- Type: Martial melee weapon, two-handed.
- Damage: 1d12 slashing.
- Properties: Two-handed.
Armor: Light or medium armor (or no armor, relying on your Constitution and Dexterity). The miniature suggests light or medium armor with spikes.
Skills:
- Racial Proficiency: Intimidation.
- Barbarian Skills (choose two): Athletics, Survival, Perception, Animal Handling. Athletics and Perception would be good choices.
Background:
- Outlander: Matches the savage nature of the half-orc, gives you Athletics and Survival, and the "Wanderer" feature.
- Soldier: If you want to emphasize their brutal warrior aspect, it gives you Athletics and Intimidation, and useful equipment.
With these values, you will have a very resilient half-orc barbarian, able to absorb and return large amounts of damage, perfect for the front line of combat.
License
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