The Magic Shoppe: Orc Heirlooms

The tavern is crowded and there is a constant hum of conversation all around you. From across the room, Valcav makes eye contact and begins to saunter over. Once he reaches your table he pulls out a wand and the ambient noise slowly fades to nothingness. “My friends, you seem like the danger-seeking type. But what if I were to tell you that to seek danger and to know danger were two very different things?” He reaches under his cloak to pull out the first item. “They say orcs are some of the most savage and dangerous creatures in all the lands. After I show you what I have straight from the orcs themselves you will more than agree.”

Ancestral Bludgeon

This gnarled tree branch is festooned with pieces of bone and tufts of hair. It also sports strips of worn leather wrapped along the base.

Utilized primarily by orc shamans these greatclubs provide a nasty surprise to those unaware of their cultural significance.


Aura faint evocation; Price 12,700 gp; Slot none; CL 3rd; Weight 8 lbs.


An ancestral bludgeon is a +1 ghost touch greatclub.

Once per day, the bludgeon can be slammed into the ground to summon the spirit of the weapon’s previous user. The spirit appears adjacent to the wielder. It takes the form of a ghostly battle-scarred orc warrior wielding their own ancestral bludgeon. The spirit remains for until dismissed (up to one minute) and functions similar to the spiritual weapon spell. The wielder may use a move action to direct the spirit to move up to 20 feet and attack. Each attack deals 1d10+2 points of force damage.

Calling on the spirits of departed orc soldiers is not without its dangers. If the wielder of an ancestral bludgeon is an orc or half-orc the weapon functions normally. If the wielder is human, there is a 20% chance that upon being summoned the ancestor spirit attacks the wielder until dismissed. This chance increases to 60% chance if the wielder is a dwarf or elf. These races or reactions may be adjusted at the GM’s discretion to reflect how orcs interact with other races in the campaign.


Feats Craft Magic Arms and Armor; Spells spiritual weapon; Cost 6,350 gp


Weapon (greatclub), rare (requires attunement)

An ancestral bludgeon acts as a +1 weapon.

If attuned, once per day, you may slam this greatclub against the ground to summon the spirit of its previous wielder. The spirit appears adjacent to you and takes the form of a ghostly grizzled orc warrior wielding a greatclub. The spirit remains for up to one minute and functions similar to the spiritual weapon spell. On your turn may direct it to attack a foe within 20 feet by spending a bonus action. The spirit does 1d8+2 points of force damage that counts as a magical attack for the purpose of overcoming resistance.

An ancestral bludgeon can be dangerous if wielded by those with no orc blood. If your race is human, there is a 20% chance that the summoned spirit will attack you until you dismiss it. If your race is dwarf or elf the chance of the spirit turning against you increases to 60%. Your GM may adjust these reactions or races depending on how orcs interact with other races in their campaign

Armor of Charred Bones

Orc commanders make use of these sets of armor to inspire confidence in their comrades and to inspire fear in their foes.

This armor made from fire scorched bones clacks and rattles with every step you take


Aura moderate evocation Price 9,500 gp; Slot armor; CL 10th; Weight 25 lbs.


This set of +2 wooden armor gives its wearer a limited ability to control fire. Three times per day as a swift action the wearer can cause the armor to burst into flames for one round. The wearer and each adjacent creature take 1d6 points of fire damage. Adjacent creatures can negate this fire damage with a successful DC 13 reflex save. Any creatures grappling the wearer catch on fire with a failed save. While on fire the wearer gains a +5 competence bonus on Intimidate checks. Twice per day as a swift action the armor can billow out a cloud of smoke. The smoke quickly fills the wearer’s square and attacks made against them include a 20% miss chance on. The smoke remains in its original square for up to three rounds but can also be dispersed by a moderate wind.


Feats Craft Magic Arms and Armor; Spells fire’s friend; Cost 4,750 gp


Armor (light), very rare

This +2 Studded Leather is held together by rows of cracked and burned bones. Three times per day as a bonus action you can cause the armor to burst into flames. This deals 1d6 points of fire damage to you and each adjacent creature. Creatures can negate this damage with a DC 13 a Dexterity saving throw. If a creature is grappling you and they fail this saving throw they catch fire and continue to take 1d6 points of fire damage every round until they spend an action to douse the flames. Twice per day, you may spend a bonus action to cause thick black smoke to billow out around you. This smoke does not move after its initial summoning and all creatures must roll with disadvantage when attacking you through it. The smoke remains for up to three rounds or it can be dispersed by a natural or magical wind.  

Horn of Unity

When several orc tribes come together to form a massive war band one of these drinking horns is often passed around to mark the occasion.


Aura moderate  transmutation and enchantment  Price 19,000 gp; Slot none; CL 10th; Weight 2 lbs.


This large drinking horn is bound in iron rings and covered in orcish runes.


This drinking horn appears inert until it is filled with alcohol and a drop of blood from a full-blooded orc. This caused the runes along the horn to glow a dim red. From that point on, the horn of unity does not run dry until its contents are deliberately poured on the ground. Any half-orc who drinks from the horn must succeed on a DC 17 fortitude save or be permanently transformed into an orc. A successful DC 17 Will save allows them to maintain their half-orc racial traits. At the GM’s discretion, character’s more distantly related to orcs and half-orcs may also be eligible for this transformation. A full-blooded orc who drinks from the unity horn while it’s activated is subject to a blood rage spell with a duration of one hour. A non-orc creature gains no benefit from drinking from a horn of unity.


Feats Craft Wondrous Item; Spells half-blood extraction, blood rage; Special can only be created by a full-blooded orc; Cost 9,500 gp


Wondrous item, legendary (requires attunement)

This heavy drinking horn cut from the skull of some unknown animal requires two hands to lift. It can serve as a normal drinking horn, but its true purpose only presents itself when a drop of orc blood is mixed in it with alcohol. Once activated, no matter how much you drink the horn will continue to refill itself. The only way to empty it is to take a sip and deliberately pour the rest on the ground. If you are a half-orc, you must make a DC 17 Constitution saving throw or permanently transform into a full-blooded orc. This gives you access to the orc’s aggressive special trait. Any full-blooded orc who drinks from the horn of unity gains access to the barbarian’s rage class ability for one hour treating their hit dice as their barbarian level. A non-orc creature gains no benefit from drinking from a horn of unity.

About Michael Vail-Steele

Michael has been playing RPGs regularly since 2012. In addition to RPGs he's also a fan of puns and bad movies. He hopes you will enjoy these trips through his imagination, and asks you to please wipe your feet.

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