Orc Powers (13)¶
Explore a collection of Orc Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
Ancestral Guidance
Reactions
Ancestral Guidance (1/day). When the orc fails a d20 test, it succeeds instead.
Bloodfury
Traits
Bloodfury. When the orc becomes Bloodied it becomes Enraged for the next minute. An Enraged creature has resistance to bludgeoning, piercing, and slashing damage. Attacks against it have advantage and its attacks have advantage.
Bloodrage Dash
Bonus Actions
Bloodrage Dash (1/day). The orc uses Dash as a bonus action and moves directly towards an enemy. The next attack it makes this turn is made with advantage.
Bloodrage Barrage
Reactions
Bloodrage Barrage (1/day). When the orc misses with a ranged attack, it can make another ranged attack at the same target using its reaction. The attack is made with advantage.
Bloodrage Blow
Bonus Actions
Bloodrage Blow (Recharge 6). Immediately after the orc hits with a weapon attack, it may force the target to succeed on a DC 14 Constitution save or be Stunned until the end of the the orc's next turn.
Bloodrage Endurance
Reactions
Bloodrage Endurance. When the orc is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Empowering Tattoo
Reactions
Empowering Tattoo (1/day). Immediately after hitting with an attack, the orc unleashes the empowering energy in its tatoo, casting Cure Wounds on a creature within 30 feet.
Savage Momentum
Traits
Savage Momentum. When the orc moves at least 20 ft in a straight line before hitting an enemy with a melee attack, it can choose to either knock the creature Prone or knock the creature back 10 feet.
Sanguine Offering
Bonus Actions
Sanguine Offering (1/day). The orc deals 2 necrotic damage to itself. The next attack it makes this turn is made with advantage, and if the attack hits it deals an additional 7 (2d6) necrotic damage.
Spirit Sneak Tattoo
Bonus Actions
Spirit Sneak Tattoo (1/day). Immediately after hitting with a melee attack, the orc activates its tatoo and casts Invisibility on itself.
Thunderwrath Tattoo
Bonus Actions
Thunderwrath Tattoo (1/day). Immediately after hitting with a ranged attack, the orc unleashes the elemental fury imbued into its ancestral tattoo. It casts Shatter centered on the creature it hit with a DC of 11.
War-Cry of the Bloodied Fang
Bonus Actions
War-Cry of the Bloodied Fang (1/day). All bloodied Orcs within 30 feet gain 5 temporary hit points.
War-Cry of the Chillheart
Bonus Actions
War-Cry of the Chillheart (1/day). Once bloodied, the orc releases a heart-chilling howl. Each non-orc creature within 60 feet must make a DC 14 Wisdom save or become Frightened (save ends at end of turn).