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Half-Orc Race Guide: D&D 5e (2014)
dnd 5e 2014

Half-Orc Race Guide: D&D 5e (2014)

13 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 5e
  3. >Race Guides
  4. >Half-Orc Race Guide: D&D 5e (2014)

The short answer

Half-Orcs in the 2014 Player's Handbook get +2 Strength, +1 Constitution, darkvision, Intimidation proficiency, Relentless Endurance (drop to 1 hit point instead of 0 once per long rest), and Savage Attacks (an extra weapon die on melee critical hits). They are one of the best races for Barbarians, Fighters, and Paladins.

Introduction

The Half-Orc is D&D 5e 2014's definitive melee powerhouse. Where other races bring versatility or spellcasting range, the Half-Orc delivers three things that matter in every fight: raw Strength, the ability to survive a blow that would drop them once per long rest, and an extra damage die on every melee critical hit. If your idea of a good time is absorbing damage, dealing it back in kind, and refusing to fall, the Half-Orc is your race.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Ability Score Increase: Strength +2, Constitution +1
  • ● Darkvision (60 ft.)
  • ● Menacing
  • ● Relentless Endurance
  • ● Savage Attacks
  • ● Languages: Common and Orc
  • Ability Scores
  • Best Classes for Half-Orcs
  • ● Barbarian
  • ● Fighter
  • ● Paladin
  • ● Ranger
  • ● Cleric
  • ● Rogue
  • Worst Classes for Half-Orcs
  • ● Wizard
  • ● Sorcerer
  • ● Druid
  • Best Feats for Half-Orcs
  • ● Great Weapon Master
  • ● Polearm Master
  • ● Sentinel
  • ● Tough
  • ● Orcish Fury
  • ● Skill Expert
  • Multiclassing Considerations
  • Example Build: Half-Orc Barbarian (Levels 1-10)
  • FAQ
  • Final Notes

Mechanically, the Half-Orc's standout features, Relentless Endurance and Savage Attacks, are not just flavor. They add measurable damage and survivability that stack directly with the most powerful martial subclasses in the game. The Barbarian pairing in particular is so strong that Half-Orc Barbarian is frequently cited as the single most optimized martial combination available in 2014 rules.

D&D 5e Half-Orc race guide


Disclaimer

Ratings in this guide use a four-color system:

  • ● Blue - Excellent. A standout choice that consistently delivers.
  • ● Green - Good. Solid and reliable. Worth taking; rarely a mistake.
  • ● Orange - Situational. Useful in specific builds or campaign contexts.
  • ● Red - Poor. Weak or outclassed. Avoid unless you have a specific reason.

Racial Traits

● Ability Score Increase: Strength +2, Constitution +1

The +2 Strength directly fuels melee attack rolls, melee damage rolls, Athletics checks, and carrying capacity. +1 Constitution increases your hit point total at every level. This is the cleanest melee stat block in the 2014 PHB. For any class that wants to swing weapons, these numbers are exactly where you want them.

● Darkvision (60 ft.)

Sixty feet of Darkvision in dim light as if it were bright light, and in darkness as if dim light. Every dungeon crawl benefits from this. Frees your item slots and cantrip selections for classes that normally need to compensate for darkness.

● Menacing

You gain proficiency in the Intimidation skill. Intimidation runs on Charisma, which most Half-Orcs keep low, so the proficiency bonus (+2 at level 1) is doing most of the work. It scales well if you invest in Charisma or take the Skill Expert feat for Expertise.

● Relentless Endurance

Once per long rest, when you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. This is one of the strongest survival features in the game. It is better than a free bonus action Healing Word on yourself, because you stay conscious and in the fight. It refreshes on a long rest, aligns with your class's natural resource rhythm, and requires no action to activate. In any campaign with meaningful combat encounters, Relentless Endurance will save your character's life multiple times.

● Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. A critical hit already doubles all damage dice, and Savage Attacks adds one more die on top of that. On a greataxe (1d12), a crit normally rolls 2d12 + modifiers; with Savage Attacks, it rolls 3d12 + modifiers. This scales hard when combined with Barbarian's Brutal Critical (additional dice on crits) and Champion Fighter's expanded crit range.

● Languages: Common and Orc

Common is universal. Orc is niche but occasionally useful in campaigns with orc factions or underdark exploration.


Ability Scores

Strength (primary): Your attack rolls, damage rolls, and Athletics checks all run off Strength. Get this to 20 as fast as possible through Ability Score Improvements. Starting at 17 (15 base + 2 racial) with point-buy is achievable.

Constitution (secondary): The +1 racial bonus starts you ahead. Constitution directly increases your hit points every level, fuels Concentration saving throws, and supports Barbarian Unarmored Defense (10 + DEX + CON modifier). Never dump this.

Dexterity: Dump if you are wearing heavy armor. Barbarians using Unarmored Defense want at least 14. Medium armor users want 14 for the cap.

Charisma: The Menacing trait gives you Intimidation proficiency. A modest Charisma investment (12-14) converts your racial perk into a usable social skill. Paladins naturally want Charisma anyway.

Intelligence and Wisdom: Dump stats for most Half-Orc builds. Do not go to 8 Wisdom if you can help it. Wisdom saves resist some of the most dangerous conditions in the game.


Best Classes for Half-Orcs

● Barbarian

The canonical Half-Orc pairing. Rage adds a damage bonus to your Strength-based melee attacks and gives you resistance to bludgeoning, piercing, and slashing damage. Relentless Endurance fires before Rage ends, so you stay at 1 HP, continue raging, and keep fighting at full offensive capacity. Brutal Critical (level 9) adds one additional damage die on a critical hit that stacks directly with Savage Attacks. Totem Warrior (Bear Totem) gives resistance to nearly all damage types while raging, making Relentless Endurance a backup tool on top of near-invincibility.

● Fighter

Fighters get more Ability Score Improvements than any class, which means you hit Strength 20 fast and still have room for feats. Champion subclass expands your crit range (19-20 at level 3, eventually 18-20 at level 15), making Savage Attacks fire more frequently. Battle Master adds Superiority Dice on top of your already-lethal crit output.

● Paladin

Paladins use both Strength and Charisma, which half-pays for the Half-Orc's Menacing proficiency. Divine Smite on a critical hit doubles the Smite dice (per 5e crit rules) and then adds Savage Attacks on top, so the burst damage on a single crit can be catastrophic. Relentless Endurance backs up the Paladin's front-line tank role.

● Ranger

Beast Master and melee-focused Rangers benefit from Constitution and Strength. Relentless Endurance is excellent on a Ranger since they have a d10 hit die but less inherent survivability than a Barbarian. Solid for Strength-based two-weapon fighting Rangers.

● Cleric

War Domain and Forge Domain Clerics want both Strength (for heavy armor + weapon attacks) and Constitution (for concentration spells). The Half-Orc's racial stat array fits perfectly. Relentless Endurance on a frontline Divine Strike Cleric is powerful because you are both tank and support, and surviving at 1 HP can save the entire party.

● Rogue

Savage Attacks interacts interestingly with Sneak Attack on a crit: you get all the Sneak Attack dice doubled plus one extra weapon die. But Rogues normally want Dexterity, not Strength. A Strength-based Rogue with Half-Orc works but fights the class's design assumptions.


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Worst Classes for Half-Orcs

● Wizard

Wizards need Intelligence above everything else. The Half-Orc gives +2 STR and +1 CON, and neither does anything for spell attack rolls, spell save DCs, or Arcane Recovery mechanics. Relentless Endurance is nice defensively, but a d6 hit die Wizard dropping to 1 HP will still likely die on the next hit without healing.

● Sorcerer

Sorcerers key off Charisma. The Half-Orc has no Charisma bonus. Relentless Endurance is the only feature that maps well to a Sorcerer's needs. If you want a Charisma-based race with survivability, Tiefling or Half-Elf both outperform here.

● Druid

Druids want Wisdom primarily and Constitution secondarily, and the Half-Orc gives no Wisdom. Wild Shape keeps your racial traits, so Savage Attacks works on a beast's melee attacks and Relentless Endurance still triggers, but the missing Wisdom costs every spell you cast.


Best Feats for Half-Orcs

● Great Weapon Master

Allows you to attack as a bonus action after a critical hit or a kill, and lets you take -5 to your attack roll for +10 to damage. Both modes interact brilliantly with the Half-Orc. The bonus action attack triggers on crits, which Savage Attacks already rewards. The -5/+10 mode is devastating with high Strength scores. The gold standard feat for any Half-Orc martial.

● Polearm Master

Grants a bonus action attack with the butt of your polearm and gives you a reaction attack when enemies enter your reach. Combined with Savage Attacks, every crit with the primary attack adds extra dice. Combined with Sentinel, creates one of the strongest crowd-control martial setups in 5e 2014.

● Sentinel

When you hit an enemy with an opportunity attack, its speed drops to 0. Creatures provoke opportunity attacks from you even if they Disengage, and when a creature within 5 feet attacks someone other than you, you can use your reaction to attack it. Keeps enemies on your face where Savage Attacks can work.

● Tough

+2 maximum hit points per level. For a character whose strategy involves absorbing hits and surviving on Relentless Endurance, raw hit points directly extend how long you can operate. Particularly good for Fighters and Rangers who do not have Rage resistance.

● Orcish Fury

Half-Orc exclusive: +1 Strength or Constitution, and once per short or long rest, when you hit with a simple or martial weapon, you roll one of the weapon's damage dice an additional time and add it. Immediately after Relentless Endurance saves you, you can use your reaction to make one weapon attack. The reaction attack turns the moment you'd otherwise lose to unconsciousness into extra damage against whoever just dropped you.

● Skill Expert

Grants one skill proficiency, doubles proficiency in one skill (Expertise), and gives +1 to an ability score. If you invest in Charisma and take Expertise in Intimidation, Menacing becomes a meaningful social asset.


Multiclassing Considerations

Barbarian / Fighter: The most common and powerful combination. Fighter gives Action Surge and a Fighting Style. Two levels of Fighter grants Action Surge for burst damage. Barbarian carries the Rage and Brutal Critical chassis. Recommended split: Barbarian 9 / Fighter 2 minimum for Brutal Critical + Action Surge.

Barbarian / Paladin: Rage prevents casting spells while active, but you can still use Divine Smite, which is not a spell. Crit + Brutal Critical + Savage Attacks + doubled Smite dice = some of the highest single-hit burst damage in 5e 2014. Requires careful resource management. Recommended: Paladin 2 (for Smite) / Barbarian remaining.

Fighter / Paladin (no Barbarian): For Rage-free full access to Paladin spells. Fighter 11 (three attacks) / Paladin 9 (3rd-level slots for Smite). Savage Attacks shines on every crit.


Example Build: Half-Orc Barbarian (Levels 1-10)

Race: Half-Orc | Class: Barbarian (Path of the Totem Warrior, Bear) | Background: Outlander

Stats (Point Buy): STR 15 (+2 = 17), DEX 14, CON 15 (+1 = 16), INT 8, WIS 10, CHA 8

LevelKey FeatureNotes
1Rage (2/long rest), Unarmored DefenseAC 15 (10 + DEX 2 + CON 3). Attack with a greataxe.
2Reckless Attack, Danger SenseAdvantage on attacks roughly doubles your critical hit chance
3Bear TotemResistance to all damage except psychic while raging
4Feat: Great Weapon MasterReckless Attack's advantage offsets the -5 penalty
5Extra Attack, Fast MovementTwo attacks per action
6Aspect of the BearDoubled carrying capacity; advantage on Strength checks to push, pull, lift, or break objects
7Feral InstinctAdvantage on initiative
8ASI: +2 STR (19)
9Brutal CriticalOne more crit die, so greataxe crits roll 4d12 with Savage Attacks
10Spirit WalkerCast Commune with Nature as a ritual

Ability Score Notes: Great Weapon Master comes first because Reckless Attack makes its penalty cheap; Strength reaches 20 at level 12. CON 16 (from the racial +1 on a 15) keeps Unarmored Defense at AC 15 and your hit points competitive.


FAQ

Is the Half-Orc the best race for Barbarian in D&D 5e 2014?

Yes, widely considered the strongest race for Barbarian. Relentless Endurance keeps you alive at 1 HP once per long rest, Savage Attacks stacks with Brutal Critical for massive crit damage, and the +2 STR / +1 CON lines up perfectly with Barbarian priorities.

Does Relentless Endurance work while unconscious or dying?

It triggers at the moment you would drop to 0 hit points, as long as the damage does not kill you outright, so you never fall unconscious. It does not help once you are already dying.

Does Savage Attacks work with spells or just weapons?

Savage Attacks only applies to melee weapon attacks that score a critical hit. It does not apply to spell attacks, ranged weapon attacks, or unarmed strikes from non-weapon sources.

Can Half-Orcs be effective as spellcasters?

Functionally yes, but not optimally. The +2 STR / +1 CON do nothing for a pure caster. Gish builds such as a Paladin or a War Cleric use Half-Orc far better than a pure Wizard.

How does Darkvision help a Half-Orc?

Darkvision (60 ft.) means Half-Orcs do not need a torch or light cantrip to operate in dark environments, a significant tactical edge in dungeon crawls.


Final Notes

Hot Take: Savage Attacks is the trait people build around, and Relentless Endurance is the one doing the work. On a greataxe, one extra d12 on a 5% crit chance adds about 0.3 damage per attack, and about 0.6 with advantage or a Champion's expanded range. Surviving one killing blow per day is worth far more than that in most campaigns. Pick Half-Orc for staying up, and treat the crit damage as a bonus.

The Half-Orc is the most straightforward race in the 2014 Player's Handbook and one of the most effective. Every racial trait pushes toward the same identity: a melee fighter who hits harder on crits and survives things that should kill them. There is no trap in the kit, no feature wasted on a subpar build.

If you are new to optimization, start here. The Half-Orc's racial package is forgiving and powerful enough that even a suboptimal build will still feel like a force of nature at the table. Pick up a greataxe. Swing for crits. When they try to drop you, tell them you are still at 1 HP.

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