JNAProductions
2016-07-11, 10:53 PM
Hit Points-1d12 Per Ork Level
Proficiencies
Armor-Light and Medium, but not shields
Weapons-All Weapons
Saves-Strength, Constitution
Skills-Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Animal Handling, Survival, and Intimidation
Level
Feature
1
Green Skin, WAAAAGH!
2
Color, Fighting Style
3
Orky Nature
4
Ability Score Improvement
5
Extra Attack
6
Orky Nature Feature
7
Color Improvement
8
Ability Score Improvement
9
Improved Critical
10
Orky Nature Feature
11
WAAAAGH! Improvement
12
Ability Score Improvement
13
Improveder Critical
14
Orky Nature Feature
15
Master of Color
16
Ability Score Improvement
17
Bestest Color
18
Orky Nature Feature
19
Ability Score Improvement
20
Da Biggest And Da Best
Green Skin-At level one, your tough, Orky skin gives you supernatural durability. Your AC equals 10+your Strength Modifier+your Constitution Modifier.
WAAAAGH!-Also at level one, you learn to tap into a psychic gestalt field known as the WAAAAGH! You tap into this by screaming WAAAAGH! at the top of your lungs. When you do so, you are able to convert defense into offense. You may, as a bonus action, convert AC into damage, lasting until the start of your next turn. For each point you decrease your AC by, each attack increases its damage by one, to a max of half your level, rounded up. (For instance, at level 1, you may trade one point of AC for one point of damage, increasing your damage on all attacks by one but reducing your AC by one (from 16 to 15, and from 1d6+3 to 1d6+4.) In addition, you may always use your Strength modifier for weapons-even Ranged weapons.
Color-At level two, you must decide. Are you red? Or purple?
Da Red Wunz Go Faster!-If you are red, your speed increases by 5'. This increases by another 5' at levels 7, 13, 15, and 17.
Da Purple Wunz Are Sneaky-Have you ever seen a purple Ork? No? That's because they're stealthier than you. You gain a +1 bonus to Stealth, which increases by 1 at levels 7, 13, 15, and 17.
Fighting Style-At level two, you may select any fighting style.
Orky Nature-At level three, you must decide again. Are you a Painboy, Weirdboy, or Warboss?
Improved Critical-At level 9, your critical threat range improves by 1.
WAAAGH! Improvement-At level 11, your connection to the WAAAAGH! is so powerful, it lets you wield weapons that should not exist and even if they did exist, do not work.
Big Choppa-Light, Finesse, 1d10 slashing damage.
Powerclaw-Heavy, Two-Handed, 2d12 slashing and bludgeoning damage
Big Shoota-Ranged 100'/400', 2d6 piercing damage
Skorcha-Ranged Special (it fires in a 30' cone, and all enemies must make a Dexterity save against DC 8+your proficiency modifier+your Strength modifier or take 1d6 fire damage (half on a success).
Improveder Critical-At level 13, your critical threat range increases by 1 again.
Da Biggest And Da Best-At level 20, you are Da Biggest And Da Best. You are permanently under the effects of an Enlarge spell, your Strength increases by 4 (to a max of 24), and your Constitution increases by 2 (to max of 22).
Orky Nature
Painboy
Dok-At level three, you learn the Spare the Dying Cantrip. In addition, once per short rest, you may cast either Cure Wounds or Healing Word, with Strength as your spellcasting modifier. Finally, you gain proficiency in Medicine. (If you are already proficient, gain proficiency in another skill of your choice.)
DokTor-At level six, you may now cast Cure Wounds or Healing Word twice per short rest, at spell level 3. In addition, you're able to grant a measure of anesthesia to your allies. As an action, you may club an ally soundly over the head, dulling their senses. This grants advantage on Concentration saving throws, but disadvantage on Perception, Insight, and Investigation checks for the next hour.
Mad Dok-At level 10, you gain Expertise in Medicine, and may cast Cure Wounds or Healing Word three times per short rest, at spell level 5. In addition, your biological tinkering with yourself has resulted in a greatly increased healing factor. So long as you're above zero hit points, you regain one hit point each minute.
Sane(?) Dok-At level 14, you may now cast Cure Wounds or Healing Word four times per short rest, at spell level 7. In addition, you can tinker with your allies, providing one of the following advantages:
Regen-As your Mad Dok ability.
Fury-Minus 2 penalty to AC, but +4 bonus to all damage.
These advantages last for 8 hours, and it takes one hour to implement the needed changes.
Medic-At level 18, you may now cast Cure Wounds or Healing Word five times per short rest, at spell level 9, as well as tripling your proficiency in Medicine. In addition, your Mad Dok regeneration now applies each round.
Weirdboy
Spellcasting-At level three, you gain spellcasting as an Eldritch Knight would. Your spells are drawn from the Sorcerer spell list, and your spellcasting ability is Charisma.
WAAAGH! Conduit-At level six, you gain the ability to tap into the energies of your allies. If your allies are within 60' and use their bonus action to grant you some energy, you may upcast a spell without expending a higher level spell slot. It costs one person giving energy, plus one per level after that. (So, upscaling one level costs one person, two levels cost three allies (1+2), three costs six (1+2+3), etc.)
Cast And Smash-At level 10, you may make a single attack as a bonus action after casting any spell.
Gork's (Or Mork's) Disciple-At level 14, you are the true prophet of Mork (or maybe Gork). This grants you a single 5th level spell slot and a single 5th level spell known.
WAAAGH! Energy-At level 18, you tap into the energy of the WAAAGH! whenever you cast a spell. After casting a spell, till the end of your next turn, you regain HP equal to three times the spell level and gain a bonus to damage on all attacks equal to the spell level. (Cantrips cannot be used with this.)
Warboss
Cunnin' But Brutal-You may decrease the AC penalty of WAAAGH! by 1, to a minimum of zero at level three.
Brutal But Cunnin'-At level six, you may increase the total WAAAGH! penalty and bonus to three fourths of your level (rounded up) instead of half.
WAAAAGH! For All-At level 10, you may call a WAAAAAGH! as a bonus action. Either all creatures or all allies within 120' now benefit from the maximum possible bonuses and penalties of your WAAAGH! for one minute. Anyone subjected to this may make a saving throw equal to 8+your proficiency bonus+your Strength modifier to resist its effects. You may not WAAAGH! again until the minute passes.
Siege Monster-At level 14, you deal double damage to all unattended objects, and may sunder an item instead of making an attack. Most weapons have around 10 HP and 5 damage threshold, 20 for two-handed weapons. Light armor typically has 4 damage threshold and 15 HP, medium armor 8 damage threshold and 30 HP, heavy armor 12 and 45. Mage Armor has damage threshold 15, but only 10 HP. Magic items increase the durability of the equipment by doubling the HP and increasing the damage threshold by two for each level of rarity past uncommon.
True WAAAAGH!-At level 18, your WAAAGH! improves to your whole level, rather than three fourths, you reduce the AC penalty by 3 (minimum zero), and, if any creatures are affected by your WAAAGH! For All ability, you may not die. However, you still take damage, so keep track of your negative HP, and most likely die the instant your WAAAAGH! runs out.
Proficiencies
Armor-Light and Medium, but not shields
Weapons-All Weapons
Saves-Strength, Constitution
Skills-Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Animal Handling, Survival, and Intimidation
Level
Feature
1
Green Skin, WAAAAGH!
2
Color, Fighting Style
3
Orky Nature
4
Ability Score Improvement
5
Extra Attack
6
Orky Nature Feature
7
Color Improvement
8
Ability Score Improvement
9
Improved Critical
10
Orky Nature Feature
11
WAAAAGH! Improvement
12
Ability Score Improvement
13
Improveder Critical
14
Orky Nature Feature
15
Master of Color
16
Ability Score Improvement
17
Bestest Color
18
Orky Nature Feature
19
Ability Score Improvement
20
Da Biggest And Da Best
Green Skin-At level one, your tough, Orky skin gives you supernatural durability. Your AC equals 10+your Strength Modifier+your Constitution Modifier.
WAAAAGH!-Also at level one, you learn to tap into a psychic gestalt field known as the WAAAAGH! You tap into this by screaming WAAAAGH! at the top of your lungs. When you do so, you are able to convert defense into offense. You may, as a bonus action, convert AC into damage, lasting until the start of your next turn. For each point you decrease your AC by, each attack increases its damage by one, to a max of half your level, rounded up. (For instance, at level 1, you may trade one point of AC for one point of damage, increasing your damage on all attacks by one but reducing your AC by one (from 16 to 15, and from 1d6+3 to 1d6+4.) In addition, you may always use your Strength modifier for weapons-even Ranged weapons.
Color-At level two, you must decide. Are you red? Or purple?
Da Red Wunz Go Faster!-If you are red, your speed increases by 5'. This increases by another 5' at levels 7, 13, 15, and 17.
Da Purple Wunz Are Sneaky-Have you ever seen a purple Ork? No? That's because they're stealthier than you. You gain a +1 bonus to Stealth, which increases by 1 at levels 7, 13, 15, and 17.
Fighting Style-At level two, you may select any fighting style.
Orky Nature-At level three, you must decide again. Are you a Painboy, Weirdboy, or Warboss?
Improved Critical-At level 9, your critical threat range improves by 1.
WAAAGH! Improvement-At level 11, your connection to the WAAAAGH! is so powerful, it lets you wield weapons that should not exist and even if they did exist, do not work.
Big Choppa-Light, Finesse, 1d10 slashing damage.
Powerclaw-Heavy, Two-Handed, 2d12 slashing and bludgeoning damage
Big Shoota-Ranged 100'/400', 2d6 piercing damage
Skorcha-Ranged Special (it fires in a 30' cone, and all enemies must make a Dexterity save against DC 8+your proficiency modifier+your Strength modifier or take 1d6 fire damage (half on a success).
Improveder Critical-At level 13, your critical threat range increases by 1 again.
Da Biggest And Da Best-At level 20, you are Da Biggest And Da Best. You are permanently under the effects of an Enlarge spell, your Strength increases by 4 (to a max of 24), and your Constitution increases by 2 (to max of 22).
Orky Nature
Painboy
Dok-At level three, you learn the Spare the Dying Cantrip. In addition, once per short rest, you may cast either Cure Wounds or Healing Word, with Strength as your spellcasting modifier. Finally, you gain proficiency in Medicine. (If you are already proficient, gain proficiency in another skill of your choice.)
DokTor-At level six, you may now cast Cure Wounds or Healing Word twice per short rest, at spell level 3. In addition, you're able to grant a measure of anesthesia to your allies. As an action, you may club an ally soundly over the head, dulling their senses. This grants advantage on Concentration saving throws, but disadvantage on Perception, Insight, and Investigation checks for the next hour.
Mad Dok-At level 10, you gain Expertise in Medicine, and may cast Cure Wounds or Healing Word three times per short rest, at spell level 5. In addition, your biological tinkering with yourself has resulted in a greatly increased healing factor. So long as you're above zero hit points, you regain one hit point each minute.
Sane(?) Dok-At level 14, you may now cast Cure Wounds or Healing Word four times per short rest, at spell level 7. In addition, you can tinker with your allies, providing one of the following advantages:
Regen-As your Mad Dok ability.
Fury-Minus 2 penalty to AC, but +4 bonus to all damage.
These advantages last for 8 hours, and it takes one hour to implement the needed changes.
Medic-At level 18, you may now cast Cure Wounds or Healing Word five times per short rest, at spell level 9, as well as tripling your proficiency in Medicine. In addition, your Mad Dok regeneration now applies each round.
Weirdboy
Spellcasting-At level three, you gain spellcasting as an Eldritch Knight would. Your spells are drawn from the Sorcerer spell list, and your spellcasting ability is Charisma.
WAAAGH! Conduit-At level six, you gain the ability to tap into the energies of your allies. If your allies are within 60' and use their bonus action to grant you some energy, you may upcast a spell without expending a higher level spell slot. It costs one person giving energy, plus one per level after that. (So, upscaling one level costs one person, two levels cost three allies (1+2), three costs six (1+2+3), etc.)
Cast And Smash-At level 10, you may make a single attack as a bonus action after casting any spell.
Gork's (Or Mork's) Disciple-At level 14, you are the true prophet of Mork (or maybe Gork). This grants you a single 5th level spell slot and a single 5th level spell known.
WAAAGH! Energy-At level 18, you tap into the energy of the WAAAGH! whenever you cast a spell. After casting a spell, till the end of your next turn, you regain HP equal to three times the spell level and gain a bonus to damage on all attacks equal to the spell level. (Cantrips cannot be used with this.)
Warboss
Cunnin' But Brutal-You may decrease the AC penalty of WAAAGH! by 1, to a minimum of zero at level three.
Brutal But Cunnin'-At level six, you may increase the total WAAAGH! penalty and bonus to three fourths of your level (rounded up) instead of half.
WAAAAGH! For All-At level 10, you may call a WAAAAAGH! as a bonus action. Either all creatures or all allies within 120' now benefit from the maximum possible bonuses and penalties of your WAAAGH! for one minute. Anyone subjected to this may make a saving throw equal to 8+your proficiency bonus+your Strength modifier to resist its effects. You may not WAAAGH! again until the minute passes.
Siege Monster-At level 14, you deal double damage to all unattended objects, and may sunder an item instead of making an attack. Most weapons have around 10 HP and 5 damage threshold, 20 for two-handed weapons. Light armor typically has 4 damage threshold and 15 HP, medium armor 8 damage threshold and 30 HP, heavy armor 12 and 45. Mage Armor has damage threshold 15, but only 10 HP. Magic items increase the durability of the equipment by doubling the HP and increasing the damage threshold by two for each level of rarity past uncommon.
True WAAAAGH!-At level 18, your WAAAGH! improves to your whole level, rather than three fourths, you reduce the AC penalty by 3 (minimum zero), and, if any creatures are affected by your WAAAGH! For All ability, you may not die. However, you still take damage, so keep track of your negative HP, and most likely die the instant your WAAAAGH! runs out.