Shadowborn (Half-orc subrace) | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Shadowborn (Half-orc subrace)

Shadowborn - “The Grey” - Evolved Half-orcs
Appearance
  • All half-orc features have “smoothed out
  • Skin is lighter grey. Jaw has normalized closer to a human, smaller tusks.

Common Personality Traits
  • The Shadowborn are unliked by many as they don't understand The Collective and think it's weird
  • Like to work together with others

Culture
The Collective
The Shadowborn “religion”, they have a deep community and require all who are a part of it to fully integrate and commit to their standards. All who are a part of the Collective respect one another and welcome each other and assist each other. Criminality is severely punished and will get you kicked out of the society
Levels:
  • Guest / Initiate
  • Acolyte
  • Denizen
  • Shadow Seeker
  • Elders or Shadow Blessed
Through ritual the Shadow-blessed can transform a normal Half-orc into a Shadowborn. If one does this, there are temporary physical penalties, but for those who wish to be in the Collective, it's worth it

Traits
+1 Strength, +1 Con, +1 Int, +1 Cha
Darkvision
Bewildering Presence
  • You gain proficiency in the Persuasion skill
Shadow Presence: Shadowborn still have a connection to Gruumsh like Half-orcs. However since they are more evolved, they've learned how to abuse this connection to gain access to shadow magic and shadowy powers (as they are in the “shadow of Gruumsh”). Pick one of the following, you can use it 3x / long rest:
  • Shadow Forge: As an action you can literally grab up the stuff of Shadow and mold it into a useful item. Such items are limited to simple creations not to exceed 1 cubic foot (per charge used, up to 3. Up to 5 if you have 5+ total charges), can not have any complex or moving parts and are non-magical in nature. While they appear to be made of an unusual substance and black in color, they otherwise have the same strengths and weaknesses as the normal item they represent (such as a hammer, a rope, a dagger, etc.). Molded items will exist for a time of 1d4 hours before “evaporating” back into their Shadow component. You must also know/understand the item, f.ex, you can’t make a key for a door where you haven’t handled the key before. Cannot use in bright light, or sunlight
  • Shadow Slide: As an action, you instantly transfer yourself from your current location to any other spot within range (your movement speed x # of charges spent) to which you have line of sight, as long as it starts and ends in shadow. You can bring along your possessions including any living creatures you are holding that weigh as much as 20 pounds. Any movement using Shadow Slide, does not provoke attacks of opportunity. Expending 5 charges let's you shadow slide your movespeed as a bonus action instead of a normal action.
  • Shadow Skin: As a free reaction (doesn’t spend your reaction) your skin hardens, coated with magical shadowstuff. you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon damage for 1 attack. You have to use this before you know how much damage you take, but can use it after you know you are hit. If you use 3 charges, you can use this after you know the amount of damage (essentially you overwhelm the wound with shadow and heals the damage when you do it this way). Expending 5 charges when you are brought to 0 HP will put you at 1 HP). Cannot use in bright light, or sunlight
Exclusive Racial Feat: Seeking Shadows - Pick 2 Shadow Presence abilities (you may choose the same one). You gain 3 charges per long rest of each of them. Shadow Seeker
Shadowborn who take the Seeking Shadows feat and use their base Shadow Presence, to get all 3 Shadow Presence abilities, upon reaching level 12+ will be known as a Shadow Seeker. They gain renown within the Collective and they ascend to a higher level within the hierarchy of the Collective.
ability score increase: +1 Strength, +1 Con, +1 Int, +1 Cha
age: Slightly longer than regular Half-orcs, a few years maybe
alignment: Usually Lawful
Size: Medium
speed: 30
Languages: Common, Orcish
race features:
Darkvision
Bewildering Presence
You gain proficiency in the Persuasion skill
Shadow Presence: Shadowborn still have a connection to Gruumsh like Half-orcs. However since they are more evolved, they've learned how to abuse this connection to gain access to shadow magic and shadowy powers (as they are in the “shadow of Gruumsh”). Pick one of the following, you can use it 3x / long rest:
  • Shadow Forge: As an action you can literally grab up the stuff of Shadow and mold it into a useful item. Such items are limited to simple creations not to exceed 1 cubic foot (per charge used, up to 3. Up to 5 if you have 5+ total charges), can not have any complex or moving parts and are non-magical in nature. While they appear to be made of an unusual substance and black in color, they otherwise have the same strengths and weaknesses as the normal item they represent (such as a hammer, a rope, a dagger, etc.). Molded items will exist for a time of 1d4 hours before “evaporating” back into their Shadow component. You must also know/understand the item, f.ex, you can’t make a key for a door where you haven’t handled the key before. Cannot use in bright light, or sunlight
  • Shadow Slide: As an action, you instantly transfer yourself from your current location to any other spot within range (your movement speed x # of charges spent) to which you have line of sight, as long as it starts and ends in shadow. You can bring along your possessions including any living creatures you are holding that weigh as much as 20 pounds. Any movement using Shadow Slide, does not provoke attacks of opportunity. Expending 5 charges let's you shadow slide your movespeed as a bonus action instead of a normal action.
  • Shadow Skin: As a free reaction (doesn’t spend your reaction) your skin hardens, coated with magical shadowstuff. you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon damage for 1 attack. You have to use this before you know how much damage you take, but can use it after you know you are hit. If you use 3 charges, you can use this after you know the amount of damage (essentially you overwhelm the wound with shadow and heals the damage when you do it this way). Expending 5 charges when you are brought to 0 HP will put you at 1 HP). Cannot use in bright light, or sunlight
Exclusive Racial Feat: Seeking Shadows - Pick 2 Shadow Presence abilities (you may choose the same one). You gain 3 charges per long rest of each of them.

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Shmatterling.

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