1. Races

Orsimer

Ability Score Increases:

The Orsimer, otherwise called Orcs, are widely recognized across Tamriel for their combative nature. While regarded as primitive and primal by many, there are always exceptions to rules. Some Orcs have drifted from the Stronghold life to work for the Empire, to forge out on their own, and some even to foster a kingdom for Orcs akin to the kingdoms of Men and other Mer. Regardless of what set of rules and traditions you follow among Orsimer kind, your barbaric culture has shaped you into a strong individual. You gain +2 Str.

As a Stronghold Orc, you have been brought up in the teachings of the Way of Malacath. Your Warchief and Clan are your family. To ensure your family is protected, you have to ensure that you can last in a fight. Your training, makes your into one of the toughest warriors this world has ever known. As a Stronghold Orc, you also gain a +1 to Con.

As a Wood Orc, you have been brought up around the forests of Valenwood and the lives of the Bosmer has influenced your way of being. You have come to regard nature in a more religious manner and from this, you have instilled in yourself a sense of the nature of Y'ffre and the Earth Bones. As a Wood Orc, you also gain a +1 to Wis.

Languages:

As an Orsimer, you can speak, read, and write, Tamrielic, Orsimeri.

Creature Type/Size:

You are a Medium-sized Humanoid.

Darkvision:

Accustomed to twilit forests and the night sky, 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.

Speed:

Your base movement speed is 30 ft.

Powerful Build:

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

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.

Adrenaline Rush:

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 move closer to the enemy than you started. You can use this trait once and must finish a short or long rest before using it again.

Berserker Fury:

As a bonus action, an Orsimer may activate this ability. When this ability is activated, the Orsimer gains 1d4 bonus damage to melee attacks for 1 min. The damage is of the same type as their weapon’s normal damage. They must complete a long rest before they may use this ability again.

Menacing:

You gain proficiency in the Intimidation skill.

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