Orc

### Size

Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.

### Alignment

Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).

## Racial Traits

### Trait 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.

### Trait 2

Aggressive: As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

### Trait 3

Primal Intuition: You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.

### Trait 4

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Orcs along with many other Greenskins work in tribes in many different Wastelands

### Subraces:

#### Grey:

* ***Tactical Genius.*** Grey Orcs are master tacticians. If you miss an attack roll with a weapon, you can choose to draw upon your knowledge of warfare, gaining a bonus to your roll equal to your Intelligence modifier (minimum 1). Once you use this trait, you can't use it again until you complete a short or long rest.
* ***Martial Adept:*** Because of your training, you can perform special combat maneuvers. You gain the benefits of the *Martial Adept* feat.

#### Blue:

* ***Emissary of the Sea:*** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* ***Seaborn:*** You have a swimming speed of 30 feet, and you can hold your breath for up to 15 minutes at a time.

#### Red:

* ***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.

#### Purple:

* ***Dark Intuition:*** You had to do dark things, you had to learn even darker things. You gain proficiency in one skill of your choice from Arcana, Stealth, and Survival.
* ***Superior Darkvision and Sunlight Sensitivity:*** Your darkvision has a range of 120 feet. Additionally, your eyes are averse to sunlight. While in direct sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

#### Green:

* ***Storyteller:*** The nature of the tribe means that you have heard stories of all kinds, and one day your tribe will expect you to tell stories as well. Whenever you make a Charisma (Performance) check to tell a story, you are considered proficient in the Performance skill and add double your proficiency bonus to the check.
* ***Armor Training:*** You have proficiency with light and medium armor.