I asked a while back about a homebrew orc race for my campaign. And after my 2 players playing it for a few sessions, and getting feedback on the post as well, I have tweaked it so I feel it still fits the world, yet not being as experimental. My players also really loved the concept of reverse proficiency, and since they are both playing as Feral orcs, it creates a super funny and enjoyable time. And we convinced another player to join (who is going to basically be their babysitter).
But the question is: Is the race now viable as a balanced option for players in my games? And have the fixes helped? Reverse proficiency is as it sounds, it's proficiency just reversed so you get a minus instead of a plus.
The old version of changed traits is given in an indent before the new version of the trait.
"FERAL ORC"
Ability Score Increase. Your Strength score increases by 3 and your Constitution score increases by 2, although your Intelligence decreases by 3.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Feral orcs reach adulthood at the age of 10 and live up to the age of 50 (when they reach 50 they begin to magically deteriorate).
Alignment. Feral orcs tend to lean towards chaotic alignments.
Size. Feral orcs are usually over 7 feet tall and weigh between 300 and 450 pounds. But they often seem shorter due to being leaned forward. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.
- Size modifier 2d10
- Height = 6 foot, 1 inches + your size modifier in inches
- Weight in pounds = 210 + (2d6 x your size modifier)
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 30 feet of your 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 grey.
Darkvision. You can see in dim light within 20 feet of your as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Feral rage. As a bonus action you can go into a feral rage. It halves damage taken for 2 rounds but gives disadvantage on wisdom and intelligence saving throws. You can't use this feature again until you finish a long rest.
Feral rage. As a bonus action you can go into a feral rage. You gain resistance to all damage types excluding Psychic, Radiant and Necrotic damage for 3 rounds, But it gives disadvantage on Wisdom and Intelligence saving throws and Wisdom and intelligence skill checks, for 4 rounds when "Feral rage" is activated. When "Feral rage" ends you gain 1 point of exhaustion. You cant use this feature again until you finish a short rest.
Primal Monster. You gain proficiency in the Intimidation, Survival and Nature skills.
Undying stupidity. When you are reduced to 0 hit points but not killed outright, you gain 5 temporary hit points and you don't become unconscious. These temporary hit points last for (1d4+level) rounds. You can't use this feature again until you finish a long rest.
Horrid looks. You have reverse proficiency bonus in Persuasion skill. You are unable to get proficiency in this skill.
Languages. You can speak, read, and write Orc, and understand and speak Common, but cannot read or write it.