D&D 5E Racial Variant For Half-Orc Shamans/Druids

doctorbadwolf

Heretic of The Seventh Circle
The Relentless attack feature for the H-O Is fine, but I think it's time they had a variant option that more represents aptitude toward shamanism (or druidry for Eberron Orcs) than physical combat.

So, either a once per long rest use of a 1st level Druid/ranger spell, or something involving saves, reroll a concentration check, etc.

plenty of options here, but where I'm blanking a little on what will still feel "savage", Primal, and immediate, which is what I want from a half orc feature.

Has as anyone else here done or seen something like this?
 

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Kobold Stew

Last Guy in the Airlock
Supporter
I've not tried it, but how about, once per long rest, the half orc can make a constitution check where they would have failed it.
 


doctorbadwolf

Heretic of The Seventh Circle
I've not tried it, but how about, once per long rest, the half orc can make a constitution check where they would have failed it.

Interesting!

I like that is generally useful, rather than super focused. It does give the H-Orc two durability related powers, though. Which might be a good distinction for horc shamans/Druids vs others.
 

Dualazi

First Post
The Relentless attack feature for the H-O Is fine, but I think it's time they had a variant option that more represents aptitude toward shamanism (or druidry for Eberron Orcs) than physical combat.

So, either a once per long rest use of a 1st level Druid/ranger spell, or something involving saves, reroll a concentration check, etc.

plenty of options here, but where I'm blanking a little on what will still feel "savage", Primal, and immediate, which is what I want from a half orc feature.

Has as anyone else here done or seen something like this?

Do you mean Savage Attack, not Relentless Endurance?

One possible option off the top of my head would be to give them the ability to call on spirits/ancestors/whatever to aid them in a given task or provide them with information or direction. Might take the form of a minute long rite that gives expertise or advantage on a skill they otherwise don't have those things in. It hearkens back to the tribal and shamanistic outlooks and also helps them with out-of-combat roles they might not be that great at otherwise.

You could also have them gain a bonus on a killing blow they land (spell or otherwise), such as advantage on their next con save within X turns.

You could make it so that when relentless endurance is triggered they can use their reaction to cast a spell/cantrip.
 

Barolo

First Post
A popular variant in my game table is to allow savage attacks to work with any melee attack, not just melee weapons. Its just throwing a bone for a race that is otherwise almost completely non-synergic with spellcasters.
 

There isn't anything flavour-wise needed on that score.
If you feel the need to make changes in order for reasons of mechanical optimisation, you should probably think about why such optimisation is needed. That should give you a basis to work on regarding the sort of capability you think that the race needs, and so the sort of mechanics to implement.
 

doctorbadwolf

Heretic of The Seventh Circle
There isn't anything flavour-wise needed on that score.
If you feel the need to make changes in order for reasons of mechanical optimisation, you should probably think about why such optimisation is needed. That should give you a basis to work on regarding the sort of capability you think that the race needs, and so the sort of mechanics to implement.

If it were about mechanical optimization, I'd say so. I've no problem doing things for those reasons.

It's about flavor. If you don't see the need for half-orcs that are naturally inclined toward shamanism/druidry rather than physical combat, that's fine. This thread just isn't for you.

wdit: that comes across a bit more harsh than intended. I simply mean that this isn't a thread about optimization or filling a mechanical capability niche. It's about mechanically representing that thematically half orcs can be naturally inclined toward shamanism or druidry.
 
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doctorbadwolf

Heretic of The Seventh Circle
Do you mean Savage Attack, not Relentless Endurance?

One possible option off the top of my head would be to give them the ability to call on spirits/ancestors/whatever to aid them in a given task or provide them with information or direction. Might take the form of a minute long rite that gives expertise or advantage on a skill they otherwise don't have those things in. It hearkens back to the tribal and shamanistic outlooks and also helps them with out-of-combat roles they might not be that great at otherwise.

You could also have them gain a bonus on a killing blow they land (spell or otherwise), such as advantage on their next con save within X turns.

You could make it so that when relentless endurance is triggered they can use their reaction to cast a spell/cantrip.

Nice! And yes, Savage Attack. It was a long day. :)

I like the Call on Spirits thing.

I wonder if it would make sense to make it a full on subrace? I'm specifically thinking about Eberron or other worlds with less savage, more just Primal/tribal orcs, here. The standard orc doesn't really mechanically represent the thematics, but I'm not sure if just swapping Savage Attack with a less "stab things" ability does the needed work, or if swapping a wisdom bonus and switching Intimidate with Nature, as well, would be the way to go.

Either way...

Call On Spirits

As a 1 minute ritual, you call into the spirit world, asking for guidance. You gain one of the following benefits:

*Advantage on your next Nature, History, Perception, Insight, or Investigate check before the end of your next long rest.

*A tiny natural beast finds its way to you within the next few minutes, and answers 3 questions, in the language of Spirits.

*The Spirits guide you to a safe place to make camp, and help you obscure your camp from outsiders. Any creature trying to locate the camp, even by magical means, has disadvantage to do so. If the magical means requires no roll, this ability has no effect.

That feels about as strong as the extra damage from Savage Attack, to me. Thoughts?

If it seems too strong, I may crack open the middle earth adventurers book and look at the traits in there. Here are some good, subtle, nature related traits for elves and, IIC, Dunadain. Like being able to listen to trees and rocks and the earth itself.
 

Dualazi

First Post
Nice! And yes, Savage Attack. It was a long day. :)

I like the Call on Spirits thing.

I wonder if it would make sense to make it a full on subrace? I'm specifically thinking about Eberron or other worlds with less savage, more just Primal/tribal orcs, here. The standard orc doesn't really mechanically represent the thematics, but I'm not sure if just swapping Savage Attack with a less "stab things" ability does the needed work, or if swapping a wisdom bonus and switching Intimidate with Nature, as well, would be the way to go.

Either way...

Call On Spirits

As a 1 minute ritual, you call into the spirit world, asking for guidance. You gain one of the following benefits:

*Advantage on your next Nature, History, Perception, Insight, or Investigate check before the end of your next long rest.

*A tiny natural beast finds its way to you within the next few minutes, and answers 3 questions, in the language of Spirits.

*The Spirits guide you to a safe place to make camp, and help you obscure your camp from outsiders. Any creature trying to locate the camp, even by magical means, has disadvantage to do so. If the magical means requires no roll, this ability has no effect.

That feels about as strong as the extra damage from Savage Attack, to me. Thoughts?

If it seems too strong, I may crack open the middle earth adventurers book and look at the traits in there. Here are some good, subtle, nature related traits for elves and, IIC, Dunadain. Like being able to listen to trees and rocks and the earth itself.

The first two seem fine to me, provided the animal can only relay information it itself knows (lay of the land, people passing by etc.). That said, you might have to adjust the agricultural traits of the orcish people; it seems like their hunter-gatherer stereotype would be inhibited by that ability. Even if it doesn't stem from a moralistic standpoint, it doesn't make much sense to eat your informants, or encourage them to be wary of you.

Another suggestion might be something along the lines of invoking the spirits when healing, to give a buff to HD expenditure, possibly for the group. This also pairs nicely with the tales of orc hardiness, and is useful regardless of class/archetype.
 

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