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(MediaStream Press) - A Compendium of Orkish Spells

The document presents a compendium of orkish spells designed for Dungeons & Dragons 5E, emphasizing the cultural significance of magic tied to race rather than class. It explores how different races, such as elves, dwarves, and orcs, can express their unique identities through distinct magical practices, enhancing character depth and narrative immersion. Additionally, it introduces various orc-specific spells that reflect their heritage and combat style, promoting a more dynamic and culturally rich gameplay experience.

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Jose Cruz
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0% found this document useful (0 votes)
430 views14 pages

(MediaStream Press) - A Compendium of Orkish Spells

The document presents a compendium of orkish spells designed for Dungeons & Dragons 5E, emphasizing the cultural significance of magic tied to race rather than class. It explores how different races, such as elves, dwarves, and orcs, can express their unique identities through distinct magical practices, enhancing character depth and narrative immersion. Additionally, it introduces various orc-specific spells that reflect their heritage and combat style, promoting a more dynamic and culturally rich gameplay experience.

Uploaded by

Jose Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5E

compatible

A Compendium Of:
Orkish Spells
5e Racial Magic
In a world as rich and diverse as Dungeons & Dragons, dwarven people, learning to imbue weapons with stone-like
magic should not be a rigid, formulaic tool accessible solely durability.
by prede ned schools or classes. Instead, magic can be This dynamic allows for a more exible and nuanced
more dynamic, deeply interwoven with the identity, culture, understanding of magic, showing that it’s not only about raw
and heritage of di erent races. By making magic something power but about the cultural context in which it is wielded.
that stems from the race of the character, we can re ect By learning magic from other races, characters become
their unique relationship with the mystical forces of the more than their racial traits—they become representations of
world, crafting a more immersive and meaningful experience the interconnection between cultures, adopting and
for players. adapting spells to suit their own evolving identity.

Magic as Cultural Expression Breaking the Limitation of Classes


Each race in D&D has its own culture, traditions, and Tying magic to race rather than to speci c classes opens
worldview, and these should naturally extend to how they the door for greater creativity and narrative depth. Instead of
practice magic. For example: the strict boundaries of wizards, sorcerers, druids, or clerics,
• Elves, who live long lives deeply connected to nature characters can have magic re ective of who they are, not
and the fey, might have magic that mirrors the rhythm of just the role they occupy. An orc ghter can have access to
the natural world, focusing on harmony with animals, magical abilities rooted in their primal connection to the
plants, and celestial bodies. world without being labeled as a druid or barbarian. A
• Dwarves, known for their craftsmanship and hal ing rogue might know a few enchantments that help
connection to stone and metal, might practice magic them avoid detection, not because they’re a bard or wizard,
that focuses on forti cation, durability, and shaping the but because hal ings in their culture pass down spells of
earth itself, re ecting their cultural heritage of working trickery and stealth.
with raw materials. This system allows more freedom in creating a character
• Orcs, erce warriors and survivors, might wield magic who blends roles and skills uidly. Classes may still de ne a
that emphasizes power, fury, and physical dominance, general profession or training, but magic would be shaped
drawing on primal forces to enhance their strength and by cultural lineage and personal experience, not by the
intimidate their enemies. arbitrary restrictions of class archetypes.
• Hal ings could use subtle, luck-based magics,
blending stealth, charm, and coincidence, re ecting A More Engaging and Unique Campaign Setting
their nimble and community-oriented lives. By making magic race-based, a campaign world feels
Magic should feel like an extension of the race’s history, more alive and varied. Magic would no longer feel like an
personality, and place in the world, rather than a blanket impersonal force anyone can tap into in the same way—it
system applied to everyone equally. This allows the players would be tied deeply to history, tradition, and culture. When
to engage with their character’s magic in ways that feel true the players encounter di erent races, they would not only
to who their character is. see physical and cultural di erences but also entirely
di erent forms of magic. This would create a setting where
Magic as Heritage and Identity magic is more than just a tool but a living, breathing part of
In this model, magic becomes part of a character's the world’s heritage.
identity, owing from their bloodline, upbringing, and cultural
heritage. A half-orc sorcerer, for example, wouldn’t just cast Magic as a Re ection of Who You Are
spells in the same way a human or an elf might. Their magic By separating magic from schools and classes, and
would be more visceral, chaotic, and raw—re ecting their instead rooting it in race and culture, the game becomes
background as someone from a warlike race. Orcs may view more vibrant, diverse, and immersive. Magic, in this
magic as a tool to enhance their combat prowess, a natural framework, is not a one-size- ts-all system, but an
extension of their physical might. expression of identity, culture, and personal experience. It
Similarly, a gnome’s magic might be tied to their inventive evolves with the character, re ecting not only their abilities
and mischievous nature. Rather than casting spells from a but their very essence and relationship with the world.
book, they could manipulate illusions or enchantments that
suit their small size, wit, and knack for cleverness. In this
way, magic becomes a narrative tool that reinforces who the
character is at their core.
Magic as Experience and Exchange of Cultures
Characters should not be bound only to the magic of their
race. Through experiences, travel, and encounters with other
cultures, characters can learn magic outside of their native
traditions. A tie ing raised among elves might have magic
that blends infernal bloodline powers with elven nature-
based magic. A human raised among dwarves might wield
magic that re ects the stoic, earth-based traditions of the
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Power Word: Waaagh!
Orc Cantrips Boulder Toss
Evocation cantrip Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V Components: V, S
Duration: Instantaneous Duration: Instantaneous
You shout an orcish battle cry that rattles enemies. A You magically hurl a small rock or piece of debris at a target
creature of your choice within range must succeed on a within range. Make a ranged spell attack. On a hit, the target
Wisdom saving throw or become frightened of you until the takes 1d6 bludgeoning damage, and if the object hits a non-
end of your next turn. The target has disadvantage on attack magical structure, it creates a small crack or dent.
rolls against you while frightened this way. Perfect for that orcish siege feel.
Orcs aren’t subtle, and neither is this spell.
De ect Arrows
Gutbuster Blow Abjuration cantrip
Transmutation cantrip Casting Time: 1 reaction
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: 1 round When you are targeted by a ranged weapon attack, you can
Your next melee weapon attack swells with raw orcish use this spell to de ect or dodge the projectile. You gain +2
power. On a hit, the target takes an extra 1d4 bludgeoning to AC against the triggering attack.
damage and must succeed on a Strength saving throw or be Your re exes are honed for war.
knocked prone.
The might of orc sts knows no bounds.

Smash!
Evocation cantrip
Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous
You release a small burst of raw destructive energy in front
of you. Creatures in a 15-foot cone must make a Dexterity
saving throw, taking 1d6 force damage on a failed save or
half as much on a successful one.
Perfect for clearing tables, doors, and people in your way.

Facebreaker
Transmutation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: Instantaneous
You make a vicious, magically empowered punch to the
face. Make a melee spell attack. On a hit, the target takes
1d4 bludgeoning damage and has disadvantage on the next
attack roll it makes before the end of its next turn.
Why use weapons when you’ve got sts?

Brawlin’ Hands
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Your hands glow with spectral, oversized sts of an orc. Your
unarmed strikes deal 1d6 bludgeoning damage for the
duration.
More sts, more brawling.
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Rage re Weapon
Orc 1st Level Spells Waaaagh! Shield
1st-level Transmutation 1st-level Abjuration
Casting Time: 1 bonus action Casting Time: 1 reaction
Range: Self Range: 20 feet
Components: V, S Components: V, S
Duration: 1 minute
Duration: 1 minute
You shout a war cry and create a spectral shield that
You imbue a weapon you are holding with chaotic ames.
surrounds a creature of your choice within range. The
The weapon deals an additional 1d4 re damage on a hit for
creature gains +2 AC against ranged weapon attacks for the
the duration. Additionally, if the weapon is thrown or
duration.
dropped, the ames vanish.
Orcish war cries can sometimes do more than just intimidate!
The weapon burns like your bloodlust.
Fortress Crasher
Shields Up, Boyz! 1st-level Evocation
1st-level Abjuration Casting Time: 1 action
Casting Time: 1 reaction Range: Self 15-foot cone
Range: 30 feet Components: V, S
Components: V Duration: Instantaneous
Duration: 1 round You unleash a wave of concussive force in a 15-foot cone.
When a creature within range is attacked, you bellow an Non-magical objects, barriers, or weak walls in the area are
orcish command. The target gains +2 AC until the start of cracked or destroyed, allowing you to create breaches or
your next turn. openings. Creatures in the area must succeed on a Strength
Orcs are tough, but tougher with some boss’s yell. saving throw or be knocked back 10 feet.
When subtlety isn't the orc's way.
Skull Thumper
1st-level Evocation Spear the Sky
1st-level Abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 minute
You summon the power of brutal impact. A target within A glowing, spectral spear spins above your head, de ecting
range must make a Constitution saving throw. On a failed projectiles. You and up to two allies within 10 feet gain
save, it takes 2d6 bludgeoning damage and is stunned until resistance to damage from ranged weapon attacks for the
the start of your next turn. On a successful save, it takes half duration.
damage and isn’t stunned. No archer will take you down that easily.
Thump heads, win ghts.
Frostbite Fist
Wall Breaker 1st-level Evocation
1st-level Transmutation Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: Touch Components: V, S
Components: V, S Duration: 1 minute
Duration: Instantaneous Your hands become enveloped in chilling frost, enhancing
You imbue your next melee attack with the force to shatter your melee attacks. For the duration, your unarmed strikes
stone and wood. If you hit an object, structure, or wall, your or melee weapon attacks deal an additional 1d4 cold
attack deals double damage. The e ect lasts for one round damage, and the target must succeed on a Constitution
or until you make an attack. saving throw or have their movement speed reduced by 10
Great for breaching forti cations or knocking down doors. feet until the end of their next turn.
Perfect for an orc in colder environments, adding a brutal
chill to your blows.
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Savage Claws
Orc 1st Level Spells
1st-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Your hands and forearms transform into vicious claws. For
the duration, your unarmed strikes deal 1d6 slashing
damage. On a hit, the target must succeed on a Constitution
saving throw or su er an additional 1d4 damage at the start
of their next turn due to bleeding.
Perfect for orcs who like to tear through enemies, leaving
them wounded and bleeding.

Spiked Bones
1st-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Bone spikes protrude from your elbows, knees, and
shoulders, making your body a deadly weapon. For the
duration, when a creature within 5 feet of you hits you with a
melee attack, they take 1d4 piercing damage. You also gain
advantage on grapple checks as the spikes dig into your
enemies.
Great for close-quarters orcs who like to deal damage just by
being near their foes.
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Crush ’Em!
Orc 2nd Level Spells Flesh to Rock
2nd-level Evocation 2nd-level Transmutation
Casting Time: 1 action Casting Time: 1 reaction
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: 1 round
Duration: Instantaneous
When you take bludgeoning, piercing, or slashing damage,
You call forth a giant spectral club that smashes down on a
you can use this spell to harden your esh like stone,
target within range. The target must succeed on a Dexterity
reducing the damage by 1d10 + your spellcasting modi er.
saving throw or take 3d6 bludgeoning damage and be
Tough as stone, just like a real orc should be.
knocked prone.
When you need to make someone at real quick.
Dust Cloud
2nd-level Conjuration
Brutal Charge Casting Time: 1 action
Transmutation 2nd-level Range: 60 feet
Casting Time: 1 bonus action Components: V, S
Range: Self Duration: 1 minute
Components: V, S You conjure a thick cloud of dust and debris in a 20-foot
Duration: 1 round radius centered on a point you choose within range. The
You channel orcish fury, propelling yourself into battle. Until area becomes heavily obscured, making it di cult for
the end of your turn, your speed increases by 20 feet, and if creatures to see through. The cloud moves 10 feet in a
you move at least 10 feet before making a melee attack, that random direction at the start of each of your turns.
attack deals an additional 2d6 damage. Create chaos, block vision, and ambush like an orc.
An orc never walks to a ght—they charge!
Iron Hide
Stone Grasp 2nd-level Transmutation
2nd-level Transmutation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 30 feet Components: V, S
Components: V, S Duration: 10 minutes
Duration: 1 minute Your skin hardens into a tough, iron-like hide. You gain
You command the earth to form jagged hands that reach up temporary hit points equal to your level + your Constitution
and grab enemies. Choose up to two creatures within range. modi er minimum of 5. While these hit points remain, you
They must make a Strength saving throw or be restrained for gain resistance to non-magical bludgeoning, piercing, and
the duration. The restrained creatures can make another slashing damage.
saving throw at the end of each of their turns. Orcs can shrug o blows with this temporary armor-like
Pin your foes down while you or your warband crush them. transformation, becoming even tougher in battle.

Noisy Stomp Venomous Strike


2nd-level Evocation 2nd-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: 10 minutes Duration: Concentration, up to 1 minute
You slam the ground with a mighty stomp, creating a sound You coat a weapon or piece of ammunition with a potent
like an approaching warband. Any creatures within 30 feet venom. For the duration, the next time the weapon hits a
who hear it must make a Wisdom saving throw or believe a creature, it deals an additional 2d6 poison damage, and the
large group of enemies is nearby. They act accordingly, target must make a Constitution saving throw. On a failed
either preparing for battle or eeing. save, the target is poisoned for 1 minute. The poisoned
Works great for intimidation or blu ng opponents. target can repeat the saving throw at the end of each of its
turns, ending the e ect on a success.
Fits well with an orc's brutal tactics, adding a deadly poison
to the mix.
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Longarm
Orc 2nd Level Spells
2nd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Your arms stretch unnaturally, increasing your reach by 10
feet. For the duration, your melee weapon attacks and
unarmed strikes can target creatures within 15 feet. You also
gain advantage on Strength Athletics checks made to climb
or grapple enemies.
Ideal for orcs who want to keep their enemies at bay or scale
walls with ease.
Bloodlust Surge
Orc 3rd Level Spells Roar of the Ravager
3rd-level transmutation 3rd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self 30-foot cone
Components: V, S Components: V, S
Duration: 1 minute Duration: 1 minute
Your orcish fury takes over, heightening your combat You unleash a terrifying roar infused with orcish brutality,
prowess. Until the spell ends, you gain the following striking fear into the hearts of your enemies. Each creature in
bene ts: a 30-foot cone must succeed on a Wisdom saving throw or
• Your movement speed increases by 10 feet. be frightened for the duration. While frightened, a creature
• You gain advantage on all Strength-based attack rolls must spend its turn moving as far away from you as possible
and checks. and cannot willingly move closer.
• Whenever you hit a creature with a melee attack, you A frightened creature can repeat the saving throw at the end
deal an extra 1d8 damage of the weapon's type. of each of its turns, ending the e ect on a success.
• When reduced to 0 hit points, you can make one nal While this spell is active, you gain temporary hit points equal
attack before falling unconscious. to twice your spellcasting modi er at the start of each of
When the spell ends, you su er one level of exhaustion. your turns.
In the heat of battle, my heart beats faster, my blood boils, With a single roar, I turn warriors into cowards. Let them ee,
and no force on this earth can stop my blade until the last for the ground they leave behind will be soaked with the
drop is spilled. blood of their fallen.

Gate Buster Rancorous Mist


3rd-level evocation 3rd-level conjuration poison
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S, M a shard of iron or stone Components: V, S, M a stful of rotten herbs
Duration: Instantaneous Duration: Concentration, up to 1 minute
You summon the brute strength of your ancestors, delivering You call upon the noxious fumes of a poisoned battle eld,
a mighty blow to barriers and forti cations. Choose a point summoning a thick green mist that spreads in a 20-foot-
within range where a solid surface, wall, or structure resides. radius sphere centered on a point within range. The area is
A shockwave of destructive force ripples from that point in a heavily obscured, and creatures within it must make a
10-foot radius. All non-magical walls, doors, or similar Constitution saving throw at the start of each of their turns.
objects in the area take 5d10 force damage. If the damage On a failed save, a creature takes 4d6 poison damage and is
reduces an object to 0 hit points, it is shattered, and debris poisoned for the duration of the spell. On a successful save,
falls in the surrounding area. it takes half damage and is not poisoned.
Creatures in the area must make a Dexterity saving throw. The mist moves with the wind if there is one, dispersing after
On a failed save, they take 3d6 bludgeoning damage from the duration or if a strong wind blows through the area.
falling debris, or half as much on a successful save. Breathe deep, enemies of the horde. The foul air will choke
No wall can hold me back, no gate can keep me out. When I the life from your lungs and leave your bones rotting on the
strike, even the strongest fortress crumbles to dust. battle eld.
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Wrath of the War Chief
Orc 4th Level Spells Ironhide
4th-level evocation 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M a tooth from a slain warrior Components: V, S, M a piece of iron
Duration: Instantaneous Duration: 1 hour
You call upon the vengeful spirit of a fallen war chief, Your skin hardens and turns metallic, granting you resistance
conjuring a massive spectral axe that cleaves through your to bludgeoning, piercing, and slashing damage for the
enemies. Choose up to three creatures within range. Each duration. Additionally, you have advantage on saving throws
target must make a Dexterity saving throw. On a failed save, against being moved or knocked prone by e ects such as
a target takes 6d8 force damage, or half as much on a strong winds or force-based attacks.
successful save. “My skin is like iron. Hit me as hard as you want—I won’t
If a creature is reduced to 0 hit points by this spell, the even feel it.”
spectral axe transfers its rage to another creature within 30
feet of the original target. That creature must make the same Siege Breaker’s Charge
saving throw, taking 4d8 force damage on a failed save, or 4th-level conjuration
half as much on a success. Casting Time: 1 bonus action
The spirit of the fallen war chief lives on, and his axe still Range: Self 60-foot line
thirsts for blood. When I call him, none shall stand in his way.
Components: V, S, M a piece of shattered stone
Duration: Instantaneous
Unstoppable Fury
You surge forward like an unstoppable boulder, crashing
4th-level transmutation through enemies and obstacles. You charge in a straight line
Casting Time: 1 action up to 60 feet long and 10 feet wide. Each creature in your
Range: Self path must make a Strength saving throw. On a failed save, a
Components: V, S creature takes 5d10 bludgeoning damage, is knocked prone,
Duration: Concentration, up to 1 minute and is pushed 10 feet to the side. On a successful save, the
You channel the unstoppable force of orcish rage, creature takes half damage and is not knocked prone or
transforming yourself into a juggernaut of destruction. For pushed.
the duration, you gain the following bene ts: Any non-magical object or structure in your path takes
• You cannot be slowed, restrained, or knocked prone. 10d10 bludgeoning damage. This spell can destroy walls,
• Your Strength-based melee attacks deal an additional doors, and barricades in its wake.
1d10 damage. Walls crumble, bones shatter, and nothing can hold back an
• You gain advantage on saving throws against being orc in full charge. I am the force that levels mountains and
paralyzed or stunned. fortresses alike.
Once during the spell's duration, you can use your reaction
to reduce incoming damage from an attack or spell by 20. If Grasp of the Ravaged Earth
this reduces the damage to 0, you can move up to 10 feet 4th-level transmutation
toward the attacker without provoking opportunity attacks. Casting Time: 1 action
When the rage takes hold, nothing can stop me. I become Range: 120 feet
the storm, and all who stand in my path will be broken. Components: V, S, M a handful of dirt or stone
Duration: Concentration, up to 1 minute
Spirit Rage You call upon the ground beneath your enemies to come
4th-level necromancy alive and ensnare them. Choose a point on the ground within
Casting Time: 1 action range. The earth in a 20-foot-radius area centered on that
Range: Self point erupts with jagged rocks, roots, or claws made of
Components: V, S, M bone shard from a deceased warrior stone, turning the ground into di cult terrain. Creatures in
Duration: Concentration, up to 1 minute the area must make a Dexterity saving throw. On a failed
You channel the wrath of your ancestors, surrounding save, a creature takes 4d8 piercing damage and is
yourself with vengeful spirits. For the duration, any creature restrained by the earth for the duration. On a successful
that starts its turn within 10 feet of you must make a Wisdom save, it takes half damage and is not restrained.
saving throw or take 4d8 necrotic damage as spectral A restrained creature can use its action to make a Strength
warriors lash out. On a successful save, they take half or Dexterity check its choice against your spell save DC to
damage. While this spell is active, you are resistant to free itself. The earth remains di cult terrain for the duration,
necrotic damage. even if the creatures escape.
The spirits of the fallen ght with me, eager for vengeance. The earth itself ghts with us, rising up to tear down those
Their rage ows through me, burning all who come too who dare to stand before orcish might. The ground will claim
close. them before I do.
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Orcish War Cry
Orc 5th Level Spells Bloodlust Frenzy
5th-level enchantment 5th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M a tusk of a fallen warrior Components: V, S
Duration: 1 minute Duration: Concentration, up to 1 minute
With a thunderous bellow, you imbue your allies with a battle You embrace the savage nature of your ancestors, entering a
frenzy. Choose up to ve creatures within range that can berserker state. For the duration, you gain the following
hear you including yourself. For the duration, each a ected bene ts:
creature gains the following bene ts: • You gain resistance to all damage types except psychic.
• Their melee attacks deal an extra 2d6 damage. • Your movement speed increases by 20 feet.
• They have advantage on melee attack rolls. • When you take the Attack action on your turn, you can
• When they reduce a creature to 0 hit points, they can make an additional melee weapon attack as part of that
use their reaction to move up to half their speed without action.
provoking opportunity attacks. • You can make opportunity attacks without using your
• Once during the duration, each creature can reroll a reaction.
failed saving throw. They must use the new roll. Once the spell ends, you gain one level of exhaustion.
Waaagh! Hear my roar, and feel the blood in your veins burn When the blood frenzy calls, there’s no stopping an orc. You
like re. Together, we tear down walls and break our become faster, deadlier, and harder to kill. Only the weak fear
enemies! the rage.

Bonecrusher Smash Spirit of the Horde


5th-level evocation 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S, M a shard of bone from a crushed skull Components: V, S, M ashes from a funeral pyre
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You summon an enormous spectral hammer to strike a You summon the spirits of fallen orc warriors to ght
target within range. The target must make a Constitution alongside you. Choose up to ve creatures within range.
saving throw. On a failed save, the creature takes 8d10 Spectral orc warriors rise and cling to each creature,
bludgeoning damage and is paralyzed until the end of its granting them temporary hit points equal to 5d10 + your
next turn. On a successful save, the target takes half spellcasting modi er. While the spirits are active, each
damage and is not paralyzed. creature has advantage on death saving throws and can
If the target is paralyzed by this spell, its bones audibly immediately take an additional reaction once per turn.
crack, and it has disadvantage on attack rolls and saving If a creature with temporary hit points from this spell is
throws until the end of its next turn. reduced to 0 hit points, the spirits explode in a burst of
We crush their bones, hear their screams, and bring them violent energy, dealing 3d10 necrotic damage to any
low. One strike is all it takes to make them beg for mercy. enemies within 10 feet of the fallen ally.
Even in death, the Horde ghts on. The spirits of our
Siege Shout ancestors will shield us and strike down those who dare
5th-level transmutation stand in our way.
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You let loose a booming, otherworldly shout that
reverberates like a battering ram. All non-magical structures
walls, doors, etc. and objects within a 20-foot-radius sphere
centered on a point within range take 6d10 thunder damage.
Creatures within the area must make a Constitution saving
throw or take 4d10 thunder damage and be knocked prone.
On a successful save, they take half as much damage and
aren’t knocked prone.
A shout so loud, walls crumble and men fall. We orcs break
what others build. We shout, and their defenses shatter.
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Bloodthirsty Conquest
Orc 6th Level Spells Infernal Fissure
6th-level necromancy 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M a vial of blood from a slain enemy Components: V, S, M a chunk of magma or hot coal
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You harness the bloodlust of your fallen enemies to fuel your You tear open a ssure in the ground that spews forth lava
power. Choose up to three creatures within range. Each and ash. Choose a point within range to create a ssure with
target must make a Constitution saving throw. On a failed a 20-foot radius. The ssure remains open for the duration,
save, a creature takes 8d8 necrotic damage and is cursed. dealing 6d10 re damage to any creature that starts its turn
While cursed, the creature has disadvantage on saving within it. Additionally, the area becomes heavily obscured by
throws against being frightened or charmed. On a ash and smoke. Any creature that ends its turn in the area
successful save, the creature takes half damage and is not must make a Dexterity saving throw. On a failed save, the
cursed. creature takes 3d10 re damage from falling debris and hot
Their blood will fuel our rage and strengthen our will. As their ash.
life fades, our strength grows, and none can withstand our The earth itself burns with our wrath. From the depths of re,
wrath. we summon a chasm that will consume all who dare to cross
our path.
Storm of the Warlord
6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M a war banner or ag
Duration: Concentration, up to 1 minute
You summon a tempest of war that engulfs a 40-foot-radius
area. For the duration, lightning and thunder rage in the area.
Each creature in the area must make a Dexterity saving
throw. On a failed save, a creature takes 6d10 lightning
damage and is deafened for the duration. On a successful
save, the creature takes half damage and is not deafened. At
the start of each of your turns, you can choose to either
cause lightning to strike a point within the storm, dealing an
additional 4d10 lightning damage to creatures within a 10-
foot radius, or create a burst of thunder that pushes
creatures up to 20 feet away.
Quote: "The heavens themselves roar with the fury of our
assault. Let the storm consume our enemies and leave them
trembling in fear."

Warlord’s Wrath
6th-level conjuration
Casting Time: 1 action
Range: Self 30-foot radius
Components: V, S, M a piece of a broken weapon
Duration: Concentration, up to 1 minute
You channel the rage of a fallen warlord, creating an aura of
relentless aggression. For the duration, all allies within a 30-
foot radius of you gain advantage on melee attack rolls and
can add an extra 2d6 damage to their melee attacks.
Additionally, any enemy that starts its turn within the aura
must make a Wisdom saving throw. On a failed save, the
enemy is frightened for the duration. A frightened enemy can
repeat the saving throw at the end of each of its turns,
ending the e ect on a success.
The spirit of the warlord drives us to fury. In his name, we
shall smite our enemies and ensure that none can stand
against our onslaught.
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Rage of the Berserkers
Orc 7th Level Spells Soulcrusher’s Dominion
7th-level evocation 7th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot radius) Range: 60 feet
Components: V, S, M vial of berserker’s blood Components: V, S, M a crushed skull of a mighty foe
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Description: You unleash a wave of frenzied energy that Description: You exert dominion over the souls of your
engulfs you and your allies. For the duration, all creatures of fallen enemies, causing their spirits to rise as vengeful
your choice within a 60-foot radius gain the bene ts of the apparitions. Choose up to three creatures within range that
rage spell, without su ering the usual penalties to have died within the last 24 hours. Each target must make a
Intelligence, Wisdom, or Charisma saving throws. Wisdom saving throw. On a failed save, the creature's soul is
Additionally, any creature that attacks you or your allies must bound to your service as an apparition for the duration,
make a Wisdom saving throw. On a failed save, the attacker following your commands and acting as a powerful undead
takes 2d6 psychic damage and has disadvantage on attack minion. Each apparition can make melee or ranged attacks
rolls against other targets. as a wraith-like entity, dealing 4d8 necrotic damage on a hit.
Let the fury of the berserkers ow through us! With their rage On a successful save, the creature's soul is not bound, and
as our shield, we shall crush all who dare stand in our way. it does not rise as an apparition.
Their souls rise to serve us in death, driven by the
Colossal Onslaught unquenchable thirst for vengeance. Under our dominion,
7th-level transmutation they shall wreak havoc on those who dare face us.
Casting Time: 1 action
Range: Self
Components: V, S, M bone fragment of a massive beast
Duration: Concentration, up to 1 minute
Description: You channel the might of ancient giants,
causing your size to increase to that of a giant for the
duration. You gain a +4 bonus to Strength, your reach
increases by 10 feet, and your melee attacks deal an
additional 4d6 damage. Additionally, you can attempt to
break objects and barriers as if you were a giant, dealing
10d10 bludgeoning damage to non-magical structures.
We grow to the size of mountains, our blows shaking the very
earth! No force can stand against the might of our colossal
onslaught.

Wrath of the Earthshaker


7th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M a piece of earthquake rock
Duration: Concentration, up to 1 minute
Description: You summon a localized earthquake that
shakes the ground and rends the earth. Choose a point on
the ground within range. The area in a 30-foot-radius around
that point becomes di cult terrain, and each creature in the
area must make a Dexterity saving throw. On a failed save, a
creature takes 8d6 bludgeoning damage and is knocked
prone. Structures and objects in the area take 6d10
bludgeoning damage and may collapse or be destroyed. The
area becomes unstable and di cult terrain for the duration
of the spell.
The very earth trembles beneath our wrath! As the ground
quakes and rifts open, our enemies are consumed by the
fury of the Earthshaker.
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Bloodstorm Cataclysm
Orc 8th Level Spells Darkening Eclipse
8th-level evocation 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M a vial of blood from a powerful foe Components: V, S, M a piece of obsidian
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You summon a storm of blood and fury that ravages a 60- You conjure a zone of overwhelming darkness and despair,
foot-radius area. Each creature in the area must make a creating a 60-foot-radius sphere of magical shadow
Constitution saving throw. On a failed save, a creature takes centered on a point you choose within range. The area is
10d8 necrotic damage and is cursed with bleeding wounds heavily obscured, and creatures within it must make a
that deal an additional 3d6 necrotic damage at the start of Wisdom saving throw at the start of their turn. On a failed
their turns. On a successful save, the creature takes half save, a creature takes 8d8 necrotic damage and is paralyzed
damage and does not su er the bleeding e ect. Structures by fear for the duration. On a successful save, the creature
and objects in the area take 10d8 necrotic damage and may takes half damage and is not paralyzed. While in the area,
be destroyed or severely damaged. creatures have disadvantage on attack rolls and saving
The blood of our enemies rains down upon us, empowering throws.
our wrath and turning the battle eld into a scene of carnage The shadows gather and the darkness swallows all. Within
and ruin. this eclipse, our enemies are ensnared in fear and darkness,
their strength sapped by the overwhelming power of our
Warlord’s Ascendance necromantic might.
8th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M a piece of ancient orcish armor
Duration: Concentration, up to 1 minute
You channel the might of legendary orcish warlords,
transforming yourself into a towering gure of strength and
power. For the duration, you gain a +6 bonus to Strength
and Constitution, your melee attacks deal an additional 5d10
damage, and you have advantage on all saving throws.
Additionally, you emit a commanding presence, causing
enemies within 30 feet to make a Wisdom saving throw at
the start of their turn. On a failed save, they are frightened
for the duration.
We rise to the level of the greatest warlords, our strength
unmatched and our presence a beacon of terror that shatters
the resolve of those who dare to oppose us.

Cataclysmic Eruption
8th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M a volcanic rock or magma sample
Duration: Concentration, up to 1 minute
You unleash a catastrophic eruption at a point you choose
within range, creating a 40-foot-radius area of molten lava
and volcanic debris. The area becomes heavily obscured
and deals 8d10 re damage to any creature that starts its
turn within it. Additionally, any creature that ends its turn in
the area must make a Dexterity saving throw. On a failed
save, the creature takes an additional 4d10 re damage from
falling debris and intense heat. The terrain becomes di cult
and hazardous, and any structures or objects in the area
take 12d10 re damage.
From the bowels of the earth, we summon a cataclysmic
eruption that engulfs our enemies in a sea of molten fury,
leaving only destruction in our wake.
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Apocalypse of the Warlord
Orc 9th Level Spells Eternal Wrath
9th-level evocation 9th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a warlord’s banner) Components: V, S, M (a blackened skull of a fallen
Duration: Instantaneous champion)
You call forth an apocalyptic storm of destructive force that Duration: Concentration, up to 1 minute
rages across a 100-foot-radius area. Each creature in the You channel the eternal wrath of the afterlife, summoning a
area must make a Dexterity saving throw. On a failed save, a legion of vengeful spirits to rise and wreak havoc. Choose
creature takes 12d10 lightning damage and is stunned for 1 up to ve creatures within range that have died within the
minute. On a successful save, the creature takes half last year. Each target must make a Wisdom saving throw. On
damage and is not stunned. Additionally, any structures or a failed save, the creature’s spirit rises as a vengeful wraith
objects in the area take 12d10 lightning damage and may be under your control, attacking your enemies and dealing 6d10
obliterated or severely damaged. The area becomes a necrotic damage on a hit. On a successful save, the spirit
blasted wasteland, with all terrain becoming di cult. remains at rest and does not rise. The spirits obey your
Witness the wrath of a warlord unleashed! The storm of our commands, and you can control them with your thoughts.
fury will leave nothing but devastation in its wake, smiting all From beyond the grave, we call forth the spirits of
who dare defy us. vengeance. Their eternal wrath will be our instrument of
destruction, ensuring our enemies are utterly consumed by
Rage of the Gods their fury.
9th-level transmutation
Casting Time: 1 action Worldbreaker’s Doom
Range: Self 9th-level conjuration
Components: V, S, M (a deity’s relic or symbol) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 120 feet
You embody the primal rage of ancient gods, transforming Components: V, S, M (a fragment of a celestial sphere)
into a being of immense power. For the duration, you gain a Duration: Instantaneous
+8 bonus to Strength, Constitution, and Dexterity, your You unleash a cataclysmic force that rends the very fabric of
melee attacks deal an additional 6d10 damage, and you are reality. Choose a point within range to create a massive rift
immune to being frightened, charmed, or paralyzed. Any that tears through the world. The rift extends in a 120-foot-
creature that hits you with a melee attack takes 4d10 re radius sphere, causing the ground to shatter and creating a
damage. Additionally, you can cause an earthquake in a 60- series of devastating ssures. All creatures in the area must
foot-radius area around you, dealing 10d10 bludgeoning make a Dexterity saving throw. On a failed save, a creature
damage to creatures and structures, and knocking creatures takes 12d10 force damage and is pulled into the rift,
prone. becoming incapacitated for 1 minute. On a successful save,
The fury of the gods courses through us, transforming our the creature takes half damage and is not incapacitated.
rage into divine might. No force can stand against our godly Structures and objects in the area take 15d10 force damage
wrath, and the earth itself will quake at our power. and may be destroyed or severely damaged. The area
becomes a wasteland of chasms and debris.
The world itself is torn asunder by our might! From the
depths of cosmic fury, we bring forth a rift that shatters
reality and leaves only ruin in its wake.
fi
fi
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