(MediaStream Press) - A Compendium of Orkish Spells
(MediaStream Press) - A Compendium of Orkish Spells
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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.
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.
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.
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.
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