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<blockquote data-quote="CreamCloud0" data-source="post: 9486323" data-attributes="member: 7034710"><p><strong><u>Orc</u></strong></p><p><strong>Speed</strong>:30ft <strong>HP</strong>:14+2d6 <strong>Size</strong>:Medium</p><p><strong>Enhanced Senses</strong>: you have darkvision for 60ft and have advantage on any checks which require smell.</p><p><strong>Savage Build</strong>: you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, additionally you have increased chances of striking a critical hit with any weapon you are proficient in that is not using it's finesse property or weapon mastery, your critical range is increased by 1 meaning deal critical damage on a 19-20, at 10th level your range is increased by 2 (18-20), these increases stack with any other adjustments to your critical range.</p><p><strong>Goring Tusks</strong>: your tusks count as a natural weapon, they deal 1d4+STR slashing damage, at the start of their turn a target hit with this weapon will take damage equal to your STR mod plus an additional 1d4 equal to the number of times they have been hit by the attack, this damage continues until they spend an action to stop the bleeding, they can also remove the effects of just one attack with a bonus action.</p><p><strong>Agressive Charge</strong>: as a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this movement closer to the enemy than you started, if you move at least 20ft as part of any move action in a straight line towards an enemy you can make a single melee attack to that enemy as a free action.</p><p><strong>Relentless Endurance.</strong> When you are reduced to 0 hit points but not killed outright make a CON save (DC=14) if successful you can drop to 1 hit point instead, the first time you use this ability after a long rest it automatically succeeds.</p><p><strong>Adrenaline Rush</strong>: once per any rest, as a reaction when you drop below half HP you can gain a number of temp HP equal to a quarter of your max HP+PB+CON.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9486323, member: 7034710"] [B][U]Orc[/U] Speed[/B]:30ft [B]HP[/B]:14+2d6 [B]Size[/B]:Medium [B]Enhanced Senses[/B]: you have darkvision for 60ft and have advantage on any checks which require smell. [B]Savage Build[/B]: you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, additionally you have increased chances of striking a critical hit with any weapon you are proficient in that is not using it's finesse property or weapon mastery, your critical range is increased by 1 meaning deal critical damage on a 19-20, at 10th level your range is increased by 2 (18-20), these increases stack with any other adjustments to your critical range. [B]Goring Tusks[/B]: your tusks count as a natural weapon, they deal 1d4+STR slashing damage, at the start of their turn a target hit with this weapon will take damage equal to your STR mod plus an additional 1d4 equal to the number of times they have been hit by the attack, this damage continues until they spend an action to stop the bleeding, they can also remove the effects of just one attack with a bonus action. [B]Agressive Charge[/B]: as a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this movement closer to the enemy than you started, if you move at least 20ft as part of any move action in a straight line towards an enemy you can make a single melee attack to that enemy as a free action. [B]Relentless Endurance.[/B] When you are reduced to 0 hit points but not killed outright make a CON save (DC=14) if successful you can drop to 1 hit point instead, the first time you use this ability after a long rest it automatically succeeds. [B]Adrenaline Rush[/B]: once per any rest, as a reaction when you drop below half HP you can gain a number of temp HP equal to a quarter of your max HP+PB+CON. [/QUOTE]
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