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# ORC (and DORC)

## Identity
- **Ancestry/Apparent Age:** Orc. Appears middle-aged by orc standards.
- **One-Line Concept:** Scarred orc enforcer who fights like a wrecking ball and loves his dog more than anything else.
- **Looks Like:** Andre the Giant, The Mountain, Kingpin... but Orcish
- **Sounds Like / Voice Pattern:** Low, slow, deliberate. Few words, no explanations. Ron Perlman with a growl.
- **Acts Like:** Stereotypical Orc, but with a layer of protection and love for his pet.
- **Tell:** When Orc is planning violence, he stops looking at the target and looks at Dorc instead.

## Appearance
Orc is large even for his ancestry, broad through the chest and thick at the neck, with arms that seem slightly too long. His skin is a dark grayish-green, mottled with scar tissue across his left side that suggests a story. His lower tusk is chipped and juts at an angle; the upper left is missing entirely. One ear has a chunk taken out of it. His hair is black, kept short and uneven, as though he cuts it himself with a knife.

He wears functional armor, well-maintained but not decorated. The only personal item visible is a braided cord around his right wrist, frayed and old.

Dorc is a mid-sized dog, mixed breed, with a short brindle coat, one cloudy eye, and a stub tail. Looks like a dog that also has a story. Moves like Orc's shadow.

## Motivations and Secrets
- **Immediate Goal:** Protect his lair, keep Dorc alive.
- **Underlying Drive:** To find something that stays. Everything else he knows has left or died, but Dorc has stayed.
- **What They're Hiding or Afraid Of:** Orc is afraid Dorc is going to die and he won't be able to stop it or re-call him. This fear comes out as aggression when Dorc is threatened.
- **Information Category:** Local knowledge (who moves through, where things are hidden nearby). Unwilling to share by default; will trade information in exchange for something he actually wants, which is rare.

## Relationships
- **Faction, Employer, or Loyalty:** None, currently. May have past ties to an orc warband, mercenary company, or a specific individual, depending on DM hook. By default, is purposefully unaffiliated.
- **Posture Toward Strangers:** Guarded/Hostile until demonstrated otherwise. Will allow withdrawal if the party doesn't push.
- **Who Comes Looking:** By default, nobody, which is part of Orc's personality.

---

## Stat Block: ORC

*Large Humanoid (Orc), Any Alignment*

- **CR:** 8 (3,900 XP) | **Threat Tier:**
- **HP:** 190 (20d8 + 100) | **AC:** 16 (chain mail, shield) | **Speed:** 30 ft.
- **Key Ability Scores:** STR 20 (+5), DEX 12 (+1), CON 20 (+5), INT 8 (-1), WIS 12 (+1), CHA 10 (+0)
- **Notable Saves/Skills:** Str +8, Con +8; Athletics +8, Intimidation +3, Perception +4 (see Familiar Bond)
- **Passive Perception:** 14 | **Passive Insight:**
- **Resistances / Immunities / Vulnerabilities:**
- **Senses:** Darkvision 60 ft. | **Languages:** Common, Orc

### Traits

**Aggressive.** As a bonus action, Orc can move up to his speed toward a hostile creature he can see.

**Relentless (Recharges after a Short or Long Rest).** If Orc takes 25 or fewer damage that would reduce him to 0 hit points, he is instead reduced to 1 hit point.

**Familiar Bond.** Orc shares a familiar bond with Dorc. While Dorc is within 100 feet and not incapacitated, Orc can perceive through Dorc's senses (no action required), has advantage on Wisdom (Perception) checks, and is immune to the frightened condition.

**Blood Fury (Triggered).** When Dorc is reduced to 0 hit points, Orc immediately moves up to his speed toward the creature that downed Dorc as a free action. For the next minute, Orc's Greataxe attacks deal an extra 7 (2d6) damage, he has advantage on attack rolls, and attack rolls against him also have advantage. This state ends early if Orc is incapacitated.

**Pack Tactics.** Orc has advantage on attack rolls against a creature if Dorc is within 5 feet of the creature and not incapacitated.

## Action Economy: ORC
- **Action:** Multiattack (two Greataxe attacks); Greataxe +8 to hit, 18 (2d12+5) slashing; Hurling Axe +8 to hit, 12 (2d6+5) slashing, range 20/60 ft.; War Bellow (Recharge 5-6), DC 15 Wisdom save or frightened
- **Bonus Action:** Aggressive (trait); Command Dorc (Attack, Dash, Disengage, Dodge, or Help; requires an action if Dorc is beyond 100 feet)
- **Reaction:** Body Block: when a creature within 5 feet of Orc is targeted by an attack, Orc can impose disadvantage on that attack roll
- **Legendary Actions (3/round):** Axe Toss (1): one Hurling Axe attack; Dorc's Eye (1): advantage on attack rolls against any creature Dorc can sense until start of Orc's next turn; Crushing Blow (2): one Greataxe attack, DC 16 Strength save or knocked prone; Blood Rush (3): move up to speed without opportunity attacks and make two Greataxe attacks

## Signature Moves: ORC

1. **Blood Fury** (trigger: Dorc hits 0 HP): Free move toward the creature that downed Dorc. For one minute, Greataxe attacks deal an extra 7 (2d6) damage, advantage on attack rolls, and attack rolls against Orc also have advantage.
2. **War Bellow** (trigger: Recharge 5-6): Each creature of Orc's choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
3. **Crushing Blow** (trigger: Legendary Action, 2 points): One Greataxe attack, 18 (2d12+5) slashing. On a hit, DC 16 Strength save or knocked prone. Multiattack: two Greataxe attacks as standard action.

---

## Stat Block: DORC

*Small Beast (Familiar), Shares Orc's Alignment*

- **CR:** 2 (450 XP) | **Threat Tier:**
- **HP:** 52 (8d6 + 24) | **AC:** 13 (natural armor) | **Speed:** 40 ft.
- **Key Ability Scores:** STR 10 (+0), DEX 16 (+3), CON 16 (+3), INT 5 (-3), WIS 14 (+2), CHA 8 (-1)
- **Notable Saves/Skills:** Perception +6, Stealth +5
- **Passive Perception:** 16 | **Passive Insight:**
- **Resistances / Immunities / Vulnerabilities:**
- **Senses:** Darkvision 60 ft. | **Languages:** Understands Orc, cannot speak

### Traits

**Keen Hearing and Smell.** Dorc has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pack Tactics.** Dorc has advantage on attack rolls against a creature if at least one ally is within 5 feet of the creature and not incapacitated.

**Familiar.** Dorc acts on Orc's initiative count. If reduced to 0 hit points, Orc may resummon Dorc after completing a long rest (DM discretion for recurring use). Orc always knows Dorc's location within 100 feet.

## Action Economy: DORC
- **Action:** Bite +5 to hit, 8 (2d4+3) piercing; Medium or smaller targets make DC 13 Strength save or knocked prone
- **Bonus Action:** Harass: move up to half speed and make one Bite attack; on hit or miss, target has disadvantage on its next attack roll before end of its next turn
- **Reaction:** None
- **Legendary Actions (2/round, recharge at start of Orc's turn):** Nip (1): move up to 20 feet and make one Bite attack; Loyal Guard (1): until start of Orc's next turn, any creature within 5 feet of Dorc that attacks Orc has disadvantage on the attack roll; Hound's Fury (2): move up to full speed without provoking opportunity attacks and make two Bite attacks; if both hit the same target, that target is grappled until end of Dorc's next turn (escape DC 13)

## Signature Moves: DORC

1. **Hound's Fury** (trigger: Legendary Action, 2 points): Full speed movement without opportunity attacks, two Bite attacks. If both hit the same target, that target is grappled until end of Dorc's next turn (escape DC 13).
2. **Loyal Guard** (trigger: Legendary Action, 1 point): Until start of Orc's next turn, any creature within 5 feet of Dorc that attacks Orc has disadvantage on the attack roll.
3. **Harass** (trigger: Bonus Action): Move up to half speed and make one Bite attack. On hit or miss, target has disadvantage on its next attack roll.

---

## Tactical Profile
The central decision for players: kill Dorc to remove Orc's Perception advantage, Pack Tactics, and frightened immunity, but doing so triggers Blood Fury and turns Orc into a significantly more dangerous attacker. Leaving Dorc alive keeps Orc more controlled but allows Dorc to chip away with legendary actions and Loyal Guard.

---

## Encounter Notes
- **DM Use Case:**
- **Villain.** Orc is a warlord, enforcer, or raider chief. Dorc is feared locally as an omen.
- **Ally.** Orc respects demonstrated strength. A party that spares him (or spares Dorc) may earn a grudging contact. Orc will not forget honesty or betrayal.
- **Neutral Threat.** Orc is territorial. He will not pursue past his lair boundary if the party withdraws. (Unless Blood Fury is triggered)
- **Recurring NPC.** Dorc's resummoning mechanic keeps Orc viable across sessions. If Orc escapes, he carries a specific grudge against whoever downed Dorc.
- **Loot or Information Category:** Local knowledge (who moves through, where things are hidden nearby).

### Motivation Hooks (pick one or combine)
- Orc is guarding something: a person, an object, or a place that matters to him.
- Orc is operating under a debt or coercion he did not choose.
- The lair is the last remnant of a destroyed clan. Orc stays because leaving means it's really gone.
- Orc's relationship and origin with Dorc (pick one):
- **Accidental Pact (Comedic/Heartfelt, easy to drop in):** Orc found Dorc as a stray. The bond formed naturally over time, strong enough to cross into something magical without either of them understanding it. Orc does not know what a familiar is. He just knows Dorc is his.
- **Witch's Gift (Dark/Transactional, comes with a plot hook):** A hag, warlock patron, or cult figure gave Dorc to Orc as payment or as a leash. The familiar bond may serve someone else's interests. Dorc may or may not be a spy; Orc may or may not know that.
- **Cursed Vessel (Horror, recurring NPC):** Dorc is the soul of someone significant, trapped in the body of a dog. The bond persists because the soul recognizes Orc as its anchor. Could be a dead clan member, a fallen enemy, or someone Orc wronged.
- **Orcish Shamanism (Lore):** In some settings, orc warchief traditions involve spirit-binding. Dorc is a spirit animal manifest, not a dog at all in the traditional sense. The familiar bond is a mark of spiritual rank.
- **It Just Is (Minimalist):** No explanation given, the bond just exists. This works best if Orc himself is unsettling and unknowable, allows the players to speculate without a tangible answer to the question.

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So I have this weird habit of rolling DND character Stats every time an idea hits me. I was invited to a future DND online game with a friend in Romania so I immediately rolled some lines to choose as a stat block.
She hasn't given me any restrictions and I am thinking about everything and just love having weird concept characters or make stuff work. My current character in another Champaign is basically some one set an angry bear on fire who was blessed by a burning bear ghost. So it's a Tiefling Werebear, druid of wildfire, bear totem barbarian, echo knight. It's unbalanced an conflicts s lot with its bonus action abilities.

For this new one I want to go easier so only dual class but I'm also obsessed lately with magical girl stories (Sailor Moon especially) and I'm a greedy bastard who always loves high stats especially if an 18 is around. The only line with an 18 ist the same that has a 5... Which will be kind of really bad for what ever dumbstat I use it. So my thoughts went directly to Sailor Moon and her clumsy self, a 5 on dexterity. Or a maybe a really weak character with 5 in strength.
But my main problem how to set up a magical girl 'class.'

So I'm looking for inspiration. My first thought was moon druid or some sort of bard but I'm sure there are better ways to do this. Maybe I could make her some sort of speedster too to hit and run for the more comedian parts of magical girl anime?
So Rouge for dashing bonus actions? With 5 in dexterity this would be devastating in strength it would work... Kinda. Some spellcasting class would be necessary I think.

Any ideas?

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This preview is from 5.5E Foes: Italia Bestiary, on sale at 30% off the cover price with this exclusive coupon you can only get from this post! My Tier 5 Patrons get early access to this and all of my other products. Read more at
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