Strength: +1
Intimidation: Half-Orcs receive advantage to Intimidate checks due to their fearsome nature.
Darkvision: The extraordinary ability to see with no light source at all, up to 60 feet. The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure. However; everything is seen in black and white only
This skill does not allow characters to see anything that they could not see otherwise - invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a character to gaze attacks normally.
The presence of light does not spoil darkvision. If a character has darkvision with a 60-foot range, and he stands within a 30-foot radius of light, the character can see normally in the light, and 30 feet beyond the light because of his darkvision.
Keen Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
The creature can detect opponents by sense of smell, generally within half a mile. If the opponent is upwind, the range is quarter of a mile. If it is downwind, the range is 1 mile. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents can be detected at three times these ranges.
With a roll the half-orc detects another creature's presence and gives them advantages in finding their pecprecise location. Noting the direction of the scent is a standard action. The creature can pinpoint that source within 30 feet of the source. This also aids in the case of an invisible foe, taking the advatage from an invisible attacker if the half-orc can smell them. This gives +2 to Perception and Tracking in relation to smell.
False, powerful odors can mask other scents. The presence of such an odor can completely spoils the ability to properly detect or identify creatures.
A Thug's Life: Half-Orcs have a natural combative inclination which doubles damage to the first melee or unarmed-combat attack if it was successful. Exception in the case of critical success where it adds an additional 10 points of damage.
Irongut: Half-orcs have an especially strong stomach. Half-Orcs gain advantage on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). If roll is successful poison is halved.
At 90 in Racial Skill player can choose two more.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Armored Hide: The half-orc has tough skin that's resilient to harm. Their leathery hide resists damage. You gain natural armor bonus due to your unusually tough hide. Overall damage is reduced by 15%
Razortusk: Your powerful jaws and steely teeth are deadly enough to give you a bite attack. This is a primary natural attack that deals an additional 5 points to unarmed combat damage.
Orcish Musk: The half-orc emits a sulfurous, eye-searing stench, actually visible as a yellowish cloud rolling off of his/her body. This reek not only discomfits the character's enemies it also helps members of his party to find him. The player rolls a pair of dice to determine success and duration. For the allotted time all individuals, except for members of the character's party, who are within (Character's Skill Bonus Rank x 5) yards gain disadvantage to all Perception and Stamina-based rolls, due to the searing stench. While this ability is active, reduce the difficulty for all members of the character's party to locate character by half.
Fury Jaws: The character's bite inflicts an infuriating itch and a burning obsession, making it nigh-impossible to think of anything other than retribution. The character rolls a dice before the character makes a bite attack. If the attack is successful, the target gains disadvantage on any action other than attempts against the one who bit them.
Lesson Learned: Half-Orcs often have difficulty when living among humanoids, even as part of a group. This ability allows a half-orc to learn from a mistake, much like a child, and gain a better understanding of what they did wrong. This ability, once learned, is always active. Any time the player attempts a roll using a skill that the characters does not possess (except skilled skills) and fails the roll, character may attempt a re-roll the first dice.
If the original roll is a crit failure, the player doesn’t get a re-roll. The ability can only be used the skill bonus number of times in a session, in the case where the skill bonus does not equal 1 character can make 1 attempt per session.
Environmental Hardiness: While active half-orc may exist in any environment, regardless of pressure, temperature or atmospheric condition. This ability does not protect the half-orc from hazardous situations (like falling), only hazardous environments. Player rolls two dice to determine success and duration. Three consecutive successful rolls make effects permanent until character leaves adverse environment or character nullifies it.