Clad in earth-toned garments adorned with leaves and feathers, Half-Orc Druids stride with a commanding presence. Their muscular frame, reminiscent of a warrior’s, stands in stark contrast to their gentle demeanor.
With a touch of their calloused hand, flora, and fauna spring to life at their command. Leaves rustle, vines entwine, and the very ground beneath their feet seems to quiver in reverence.
In battle, this intriguing hybrid becomes an embodiment of nature’s wrath. Flames burst forth from their fingertips, crackling with fiery determination, while vines lash out to ensnare their foes.
Half-Orc Druids are intellectual creatures, using their solace to think and become one with the universe, often providing aid or guiding those unfortunate enough to stray from the path.
Creating a Half-Orc Druid
Throughout the years, humans and orcs have made many alliances, often ending in interracial marriages, birthing Half-Orcs – inheriting the best of both worlds.
Half-Orcs tend to become mighty warriors, often becoming chiefs of Orc tribes due to their human blood’s intelligence advantage and orcish strength.
Other Half-Orcs travel the world, living among humans and other civilized races to prove their worth. Many of these Half-Orcs end up as mighty adventurers, wealthy smiths, or unmatched imperial soldiers who climbed the ranks due to their barbaric fighting style.
|Hair (Including their Beard)||Orcs can grow the hair (and color) of their human counterpart, which also affects their beards|
|Eyes||Ranging from dark gray to pale, almost white|
|Nose||Orcish or human-like noses, depending on what physical aspects define them|
|Mouth||Extended jaw showing prominent orcish teeth|
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Half-Orcs don’t have subraces as they’re not as widespread as many other races. They don’t tend to band together as they see their mother races as their true families, finding comfort with them or abandoning their heritage and walking a new path.
However, there is a Variant Half-Orc bearing the Mark of Finding, a mark only given to Half-Orcs and humans.
Variant Half-Orc: Mark of Finding – Mark of Finding Half-Orcs are very wise, often living in the wilderness and knowing all of its secrets.
Some also live deep underground, either becoming chiefs to a nest of goblins or destroying them to create their own home.
Druid Class Features
|Hit Dice||1d8 per Druid level|
|HP at level 1||8 + Constitution modifer|
|HP at Higher levels||1d8 (or 5) + Constitution modifier per Druid level after level 1|
|Armor||Light armor, Medium armor, Shields (Druids will not wear armor or shields made from metal)|
|Weapons||Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears|
|Saving Throws||Intelligence, Wisdom|
|Skills||Choose two – Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival|
Upon reaching level 3, you’ll have access to 7 different Druid circles, all having their own playstyles – but you’ll have to find one that best fits your character.
Dreams – Members of the Circle of Dreams have strong ties to the Feywild. They have a duty to protect the natural world, meaning they’re in an alliance with the good-aligned fey.
These Druids are masters at magical remedies, using them to mend wounds, bring joy to those unwilling to live on and have them find peace.
Land – Circle of the Land Druids are keepers of knowledge passed down through oral tradition. They whisper secrets around standing stones and serve as advisors to communities holding on to the Old Faith.
The magic they wield is influenced by the land they were initiated, giving them an undying link to that place.
Moon – Druids belonging to the Circle of the Moon are fierce natural guardians, living so deep within the wilderness that months can pass before seeing another humanoid.
These Druids can prowl as a giant feline, fly through the sky as a bird of prey or act as the guardian bear of the forest.
Shepard – Circle of the Shepard Druids commune with nature spirits – especially those of beasts and fey – calling upon them for aid.
They protect animals rather than themselves, living their days in the wilderness, enjoying the company of the animals they hold so dear. The spirits of the wilderness always follow their shepherds.
Spores – Members of the Circle of Spores find beauty in decay, seeing that every death leads to new life and only being a change of state.
These Druids have complex relations with the undead, considering some as allies. However, they don’t permit undead to change the cycle they hold dear, thwarting out those who try to violate it.
Stars – Circle of the Stars Druids understand the power of the cosmos, seeking to harness its powers and reveal its mysteries.
They record constellations, documenting their effects on the world and constructing monoliths to hold their knowledge, protected even against powerful cataclysms.
Wildlife – Druids belonging to the Circle of Wildfire see destruction as the precursor to creation.
They bond with primal spirits, unlocking their creative and destructive power and using it to create devastating attacks or give life to those who need it most.
Combining Class With Race
Determining Your Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
Half-Orcs only have one variant subrace, which makes it more difficult to optimize if it doesn’t have the adequate ability scores that your class needs.
You should pick the Mark of Finding Half-Orc variant if you’re going to become a Druid, as it has a bonus to Wisdom (2) and Constitution (1).
Wisdom is a Druid’s spellcasting modifier, and it’s always good to have a few extra HP with Constitution.
Your Half-Orc Druid needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Half-Orc Druid grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Half-Orc Druids understand the barrier between civilization and wild temptations better than anyone.
In most cases, their Human empathy has evolved into a love for nature, and their Orcish strength has given them a way to protect it from those who would seek to destroy it.
Half-Orc Druid Examples:
- I have a lesson for each situation drawn from observing nature.
- I always watch over my friends as if they were all a litter of newborn pups.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Half-Orc Druid’s life – their conviction, ethical principle, and moral standing (probably something about nature).
The natural world is more important than all the constructs of civilization.
Bonds – Think of a single bond that your Half-Orc Druid has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I’ve been discerning my whole life for the answer to a certain question.
Flaws – Choose a single flaw for a Half-Orc Druid – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
The people who knew me in my youth know my shameful secret, so I can never return home.
Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
I am ashamed for not choosing a side between the Humans and the Orcs. Sometimes, without warning, I break down uncontrollably at the thought of my failure, and only natural remedies quickly wake me.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear
Druids start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Wooden shield or (b) Any simple weapon
- (a) Scimitar or (b) Any simple melee weapon
- Leather armor, an explorer’s pack, and a druidic focus
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (2d4 x 10 GP for Druids).
Half-Orc Druids are a rare sight to behold, as their brute Orcish heritage, coupled with their Human inventiveness, usually drive them to become Barbarians or Paladins.
Instead, those who become Druids embrace nature, making powerful Controllers, Supports, and Utility Casters.
So if you ever see a Half-Orc Druid in the forest, be sure to stop and say hello, as they might even join you under certain circumstances.
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