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Orcish Magic Items

The document details various orcish magic items, including weapons and armor, that reflect the brutal nature of orc culture. Each item has unique properties and requires attunement, with some enhancing combat abilities or providing bonuses in battle. Additionally, it introduces the 'Chopper' weapon trait, which modifies the characteristics of weapons to suit orcish fighting styles.

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0% found this document useful (0 votes)
38 views4 pages

Orcish Magic Items

The document details various orcish magic items, including weapons and armor, that reflect the brutal nature of orc culture. Each item has unique properties and requires attunement, with some enhancing combat abilities or providing bonuses in battle. Additionally, it introduces the 'Chopper' weapon trait, which modifies the characteristics of weapons to suit orcish fighting styles.

Uploaded by

jerclaes
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

Orcish Magic Items

While orcs aren't known for their master craftsmanship, they


still find a way of getting their hands on magic items that Big Kicking Boots
reflect their brutal nature. These are generally items blessed Wondrous item, uncommon (requires attunement), 1,000gp
by their most powerful shamans, cobbled together from the These boots once belonged to a ferocious orc warlord
artifacts of other races, or simply infused with psychic known for knocking down any foe that crossed his path. He
emanations of their aggression. eventually met his match when he attempted to kick an
All of the magic weapons listed here have the "chopper" ancient dragon that blocked his way. After a blast of fire, only
trait, which is described on the last page of the document. his boots were left when the smoke cleared. It is said that his
might and stench still cling to them to this day.
Axe of the Last War When you make an attack for the first time on your turn, if
Weapon (greataxe chopper), rare (requires attunement), it is an unarmed strike, you gain a +1 bonus on the attack roll,
6,000gp and it deals an extra 1d4 damage on a hit. If the attack is a
A sacred object to orcs and a subject of prophecy. Any who shove, you gain a +1 bonus to your Strength (Athletics) check,
bring this axe into battle will find that the weapon becomes and if you win, you can push the creature back 5 feet and
more difficult to control as the conflict rages on. It is said that knock it prone.
one day, the mightiest orc warrior to have ever lived will take
up the weapon and begin a rampage that will cascade into a The Big Smasher
war that ends the world. Weapon (maul chopper), rare (requires attunement), 4,000 gp
Instead of dealing an extra 1d4 damage on a hit when you Originally stolen from a dwarven stronghold by orc
make your first attack each turn, this chopper deals an extra marauders, this weapon has since been modified by its new
1d8 damage. owners. The weapon is now spoken of with disdain and fear
When you roll initiative, you can choose to have the among dwarven kind, and many orc warriors wielding this
weapon gain a level of power whenever you take the attack weapon have broken through entire regiments of dwarf
action on your turn until combat ends. The weapon can gain soldiers.
a maximum of 3 levels of power. For each level of power, the While wielding this weapon, you can use your action to
weapon has, it gains a -1 penalty to attack rolls and deals an make a melee attack against each creature in a 15-foot cube
additional 1d8 damage on hit. originating from you, with a separate attack roll for each
While the weapon has any levels of power, you cannot be target. Each attack made this way suffers the chopper’s -1
disarmed of the weapon or drop it. penalty to attack rolls and deals an additional 1d4 damage on
a hit.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you roll a 1, you gain no charges and must roll on the
Gut Slasher
Miscast Table below to determine what kind of magical
Weapon (greataxe chopper), very rare (requires attunement),
backlash you suffer.
16,000 gp
You can't roll for charges again until you spend a 10-minute
This black metal axe is dotted with permanent splatters of
ritual with the staff, which you can do during a short or long
crimson and crude orcish talismans chained and bolted to its
rest.
haft. All of these have been acquired over a long, violent
While the staff has charges, you can expend charges as
existence. One who bears this weapon is filled with an urge
though they were sorcery points, except they can't be
for violence that propels them into battle faster than most
converted into spell slots.
opponents can mount a proper defense.
You gain a +2 bonus to attack and damage rolls made with Miscast Table
this weapon. Additionally, during the first round of combat,
you can choose to take your turn on initiative count 22
1d6
Miscast Effect
instead of your normal initiative (losing ties). If you do, you
can only use your action to take the Attack action, making You surge with unstable power that can't be
attacks with this weapon on that turn, and you can't cast contained. You and each creature in a 15-foot-
spells during that turn. wide, 120-foot-long line originating from you
must succeed on a DC 15 Constitution saving
Iron Gnashers 1 throw or take 6d6 force damage and be knocked
Wondrous item, uncommon (requires attunement), 1,000gp prone. A creature that succeeds on its saving
Whenever this large metal jaw plate is donned, the wearer throw takes half as much damage and isn’t
is overcome with excessive bloodlust. knocked prone. You have disadvantage on the
While wearing this jaw plate, you can use a bonus action to saving throw.
make a melee weapon attack with it. It counts as a simple Sudden pulses of energy cause you to move
melee weapon with the chopper rule for you, and you add spastically and expel fountains of raw destruction.
your Strength modifier to the attack and damage rolls when For the next minute, you are incapacitated, and on
you attack with it. It deals 1d8 piercing damage on a hit, and each of your turns, you use your movement to
the attack scores a critical hit on a roll of 18-20. travel in a random direction, determined by rolling
2
a d8. After moving, you spew energy in a 30-foot
Seeking Chopper cone in a direction of your choice. Each creature
Weapon (greataxe chopper), rare (requires attunement), in that area must make a DC 15 Dexterity saving
4,000gp throw, taking 3d12 force damage on a failed save,
This crudely made axe seems to bear its own murderous or half as much damage on a successful one.
cunning, able to nudge itself just enough to turn what would
Your consciousness seeks to anchor itself to
be a failed strike into a bloody success. another. You and another willing creature you can
When you make the first attack on your turn, if you miss see within 60 feet are under the effects of the
and the attack was made with this weapon, you can reroll it. warding bond spell for the next hour. While under
You must use this new roll and you may only make attacks 3
this effect, you can speak telepathically to each
with this weapon for the rest of the turn. other. If the effect ends early or there are no
willing creatures within range, you take 6d8
Spiteful Shield psychic damage.
Armor (shield), uncommon (requires attunement), 1,000gp
Your mind begins to split, unleashing agonizing
This round shield has a sharp snaggletooth mouth
thoughts that tear apart all they touch. At the start
stretched across it in an unpleasant frown; any foes that
of each of your turns, you and another creature of
fumble their attacks too close will regret their misstep
your choice that you are aware of within 30 feet
While you wield this shield, whenever a creature within 5 4 of you must make DC 15 Intelligence saving
feet of you rolls a 1 on an attack roll, you can have the shield throws, taking 3d6 psychic damage on a failed
deal 4d8 piercing damage to that creature. save, or half as much damage on a successful one.
At the end of each of your turns, roll a d6; on a 1
Staff of Wild Weirding or 2, the effect ends.
Staff, very rare (requires attunement by a sorcerer), 2,400 gp
Created by an unorthodox and ambitious orc shaman Your mind is ravaged by chaotic magic, leading
obsessed with channeling destructive levels of primal magic
you into a frenzied rampage. For the next 10
through himself, this battered, misshapen staff was his final
minutes, you are berserk (condition described on
5
the next page). Your Strength score becomes 20,
exploit. Those who use the staff to tap into the raw winds of
and your staff deals an extra 3d6 force damage to
magic can only hope to be more fortunate than its creator.
any target you hit with it.
While attuned to this staff, you can channel its power to
gather the winds of magic. This can be done as a bonus The staff becomes overloaded, and you gain 7
action or whenever you roll for initiative. When you do so, the 6 charges. The staff can't regain charges until the
staff gains 1d6 charges, which last for 1 minute or until you next dawn.
expend them.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Choppers
Choppers are crude and hefty weapons favored by many
orcish clans. An orc's strength allows them to wield these
weapons with brutal efficiency, whereas many other species
would struggle to even lift them. Although they can deliver
devastating blows, their bulky nature makes them
cumbersome to wield. Orcs refer to any weapon with these
traits as a chopper, whether a massive war maul or a mighty
longbow requiring tremendous strength to draw.

Chopper Weapon Trait


Any weapon can have the Chopper trait added to it, which
grants it the following features:

If it has the Finesse or Thrown properties, it loses them.

When a creature makes an attack for the first time on its


Sword of Screaming Insults turn with a Chopper weapon, it gets a -1 penalty on that
attack roll and deals an extra 1d4 damage on a hit.
Weapon (greatsword chopper), rare (requires attunement),
4,000 gp The weapon gains the Heavy trait, if it doesn't already
The sword bears a peculiar enchantment that causes the have it and, the weapon's weight is doubled.
user's voice to become as sharp as the blade, able to cut
down foes just as well. Attacks made with the weapon suffer disadvantage due to
While wielding this sword, you can use an action to cast the its hefty nature unless the creature wielding it has a
vicious mockery spell with it. The spell save DC is equal to 8 Strength score of 13 or higher.
+ your Proficiency Bonus + your Charisma modifier.
Moreover, whenever you take the Attack action on your New Feat: Chopper Master
turn, you can cast a cantrip in place of one of your attacks Prerequisite: Strength 13 or higher
made with this weapon. You've mastered the savage art of wielding choppers and
their weight now helps rather than hinders you. You gain the
Orc-Blessed Armour following benefits:
Armor (plate), rare, 4,000 gp
This plate armor was made from sheets of metal hacked Increase your Strength score by 1, to a maximum of 20.
off from various suits of enchanted armor that were taken
from a myriad of slain foes and welded together by orcish When you make an attack for the first time on your turn
magic. As burdensome as the armor is, it grants the wear the with a Chopper weapon, you get a +1 bonus to the attack
aggression and tenacity of the mightiest orc. instead of a -1 penalty.
While wearing this armor, you can use your bonus action to
gain 5 temporary hit points, and you may move up to your
speed toward an enemy of your choice that you can see or
hear. You must end this movement closer to the enemy than New Condition: Berserk
when you started.
Berserk creatures gain the following effects unless
Warclan's Horn an ability states otherwise:
Wondrous item, rare (requires attunement), 4,000gp The creature can only use its movement to
Many orc bosses of the past owe their decisive victories not move closer to an enemy it can see or hear.
to their cunning strategy or leadership but to a well-timed The creature can only use its action, bonus
blow of this horn that can rally even the most wary allies and action, and reaction to make melee attacks or
unsettle even the most emboldened foes. move closer to an enemy it can see or hear.
You can use an action to speak the horn's command word The creature can't maintain concentration on
and blow the horn, which emits a sound audible up to 600 spells or other effects.
feet away. When you do so, you can designate any number of The creature can't be frightened or charmed.
creatures within 100 feet of you. Each chosen creature can
end any conditions that are frightening them. Each other
creature within 100 feet must make a DC 15 Wisdom saving
throw or become frightened of you for the next minute. A
frightened target can repeat the saving throw at the end of Art Credit
each of its turns, ending the effect on itself on a success. The Half Orc, Half- - Kev Walker, Wizards of the Coast
horn can't be used this way again until the next dawn. Zurgo Helmsmasher - Aleksi Briclot, Wizards of the Coast

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
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Document release

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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