Half-Orc, Mark of Finding (WGtE)
Wayfinder's Guide to Eberron
- Size
- Medium
- Speed
- 30
- Ability Scores
- Str +1, Wis +1
- Lineage
- Half-Orc
- Languages
- Common, Goblin
Traits
When alliances between humans and orcs are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Ability Score Increase
Your Strength and Wisdom are increased by 1. In addition, one ability score of your choice increases by 1.
Age
Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Alignment
Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
Size
Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d10 Height = 4 feet + 10 inches + your size modifier in inches Weight in pounds = 140 + (2d6 × your size modifier)
Speed
Your base walking speed is 30 feet.
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.
Hunter's Intuition
Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Imprint Prey
As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.
Nature's Voice
When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual.
Languages
You can speak, read, and write Common and Goblin.
Spells
Locate Animal or Plant