Monk
Base Class: Monk

After the Shattering, many of the orc tribes found purpose in creation, becoming master craftsman, armor smiths, and weapon smiths. however, some orcs still remember the old ways, when their race worshiped gods of war and destruction. The monks of the Iron Fist have learned to value both the old and the new ways, studying how to create so that they may better understand how to destroy. They know exactly where to strike on any piece of armor to shatter it like glass, and where to hit a weapon to snap it like a twig. 

Soul of Iron

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to create any of the following effects without providing material components:
Strike the ground, causing an Earth Tremor
Invest your skin with iron, creating an effect identical to Barkskin
Cast Shatter with a range of touch.You are not affected by the damage of the spell.

in addition, a monk of the Iron Fist can make attacks against worn or attended items.

Rend Defenses

At 6th level, a monk of the Iron Fist gain the ability to tear into their opponents, ripping apart armor, scales, and leathery hide. When successfully landing an attack, you can damage an opponents defenses, reducing their AC by 1d4. As the monk grows more experienced their ability to inflict damage increases. The damage to AC increases to 1d6 at 10th level, 1d8 at 15th, and 1d10 at 18th. Once this ability has been used on an opponent, it cannot be used again on the same opponent that combat. This ability can be used 3 times per long rest.

Break Enchantment

 At 11th level, you learn to strike in such a way that you can sunder not only armor, but magical enchantments as well. As an standard action, you can spend 3 ki points to cast Dispel Magic with a range of touch.

Touch of Destruction

Starting at 17th level, your touch can channel pure destructive energy. As an action, you touch one creature or object within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d8 force damage per ki point spent on a failed save, or half as much damage on a successful one. Unattended objects automatically fail the save. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

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