Half-Orc(a)

What...are you? How did this even happen? Such questions are a constant barrage to a member of this proud semi-aquatic race. Nobody is really sure where you came from, and most people would rather not know, honestly. Regardless, the strength and nobility of the Half-Orca are undeniable.

Half-Orc(a) Traits

Ability Score Increase

Your Strength Increases by 2, and your wisdom increases by 1.

Age

Half-Orcas have remarkably short lifespans, fueling their drive for adventure and reluctance to settle down. The average Half-Orca lives to be about 60.

Alignment

Half-Orcas are a proud, noble race, tending strongly toward lawful alignments. Most Half-Orcas are Lawful Good or Lawful Neutral.

Size

Half-Orcas are a truly massive race compared to most humanoids, ranging from 6.5 feet to well over 8 feet. However, they are accustomed to squeezing and ducking to accomodate humanoid structures not designed for them. Your size is medium.

Speed

Your base walking speed is 30 feet, and you have a swim speed of 30ft.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Scion of the Seas

Your people originate from the shallows and coasts where the land and sea become one. You can hold your breath for a number of hours equal to your consitution modifier (minimum 1), and when underwater, you have blindsight out to 60ft.

Spit Water

As an action, you can release stored water from your mouth, shooting a powerful jet of saltwater at an enemy. Enemies in a 30ft. long, 5ft. wide line originating from your space must make a strength saving throw or take 2d6 bludgeoning damage and be knocked prone. On a successful save, they take half damage and are not knocked prone. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The DC for this ability is 8+Profiency+CON. Once you use this ability, you must complete a short or long rest before it can be used again.

Massive Jaws

Your jaws are a natural weapon, which you can use to make unarmed strikes. When you attack with them, you deal 1d6+Strength, instead of the damage normal for an unarmed strike.