Orc Cleric Build Guide
Leveraging Relentless Endurance and a 15 Wisdom, the Orc Cleric turns lethal blows into a second chance to keep Spirit Guardians shredding the frontline.
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Top Subclass Picks for Orc Cleric
The subclass you pick at level 3 defines the rest of your character. Here are the top picks for this build:
Life Domain
SupportBest for buffing allies and keeping them alive.
Read full guide →Light Domain
BlasterBest for AoE damage and ranged spell power.
Read full guide →Trickery Domain
ControllerBest for crowd control and tactical battlefield play.
Read full guide →War Domain
StrikerBest for big damage and finishing fights fast.
Read full guide →Why Orc Cleric?
With a synergy rating of just 4/10, the Orc Cleric is far from the conventional optimal choice, but it carves out a highly specific, aggressively positioned support role. Your stat array dictates your playstyle immediately: dumping Dexterity to 8 means you will have atrocious initiative and terrible Dexterity saving throws, making heavy armor proficiency non-negotiable. You must pick a subclass like Forge, Life, or Twilight Domain to survive.
What makes this build unique is how the Orc's racial traits interact with the Cleric's premier area-denial spell: Spirit Guardians. Adrenaline Rush allows you to use a bonus action to Dash and gain temporary hit points. While this competes with Spiritual Weapon, it solves the classic Cleric problem of enemies simply walking away from your holy blender. You can Dash directly into the enemy backline, applying the movement speed debuff of Spirit Guardians exactly where it hurts most.
Furthermore, Relentless Endurance is a godsend for a concentration-heavy frontline caster. When a massive critical hit drops you to 0 hit points, you drop to 1 instead. Because you didn't fall unconscious, you have a chance to maintain concentration on your crucial buffs or debuffs, and you remain standing to cast Heal or Mass Cure Wounds on your next turn. It turns the Orc into a relentless anchor for the party.
Recommended Ability Scores
Orc Traits That Benefit Cleric
Adrenaline Rush
Bonus action Dash with temp HP gives the Cleric both mobility and survivability.
Relentless Endurance
Dropping to 1 HP instead of 0 once per rest is a powerful survival tool for frontline Clerics.
Darkvision
Orc Darkvision helps Clerics scout ahead and fight in darkness without needing a torch.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 33 | 3.9 | 7.8 |
| Level 11 | 69 | 3.58 | 10.18 |
| Level 17 | 105 | 3.58 | 13.2 |
DPR = Damage Per Round (average, assuming standard combat conditions).
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Build Path (Levels 1-20)
Levels 1-4
Start by selecting a heavy armor domain—Forge Domain is optimal here to offset your low 8 Dexterity by granting a +1 to your Chain Mail AC via Blessing of the Forge. Your starting stats are STR 14, DEX 8, CON 13, INT 10, WIS 15, and CHA 12. At Level 1, rely heavily on Toll the Dead rather than swinging a mace, as your 14 Strength will quickly fall behind. At Level 4, take the Resilient (Constitution) feat. This bumps your odd 13 Constitution to a 14, granting you more HP, and gives you proficiency in Constitution saving throws, which is absolutely mandatory since you will be taking hits constantly on the frontline.
Levels 5-10
Level 5 brings Spirit Guardians, completely defining your combat loop. Cast it, then use Adrenaline Rush to close the gap on fleeing enemies while padding your hit points. At Level 8, take the Fey Touched feat to bump your 15 Wisdom to a 16. Select Silvery Barbs or Gift of Alacrity as your 1st-level spell. Misty Step combined with Adrenaline Rush gives you 60+ feet of movement in a single turn without triggering opportunity attacks, letting you drop Spirit Guardians directly on top of the enemy spellcasters.
Levels 11-16
At Level 12, take your first pure Ability Score Improvement to bump Wisdom to 18, increasing your spell save DC for Toll the Dead and Spirit Guardians. Level 16 gives you another ASI, pushing Wisdom to 20. By this tier, Relentless Endurance proves its worth against massive bursts of damage like an Adult Red Dragon's breath weapon. Even if you fail that awful Dexterity saving throw with your 8 DEX, dropping to 1 HP keeps you alive to cast Heal on yourself or an ally.
Levels 17-20
At Level 19, you have a flex ASI. War Caster is a solid choice here to give you advantage on Constitution saves, stacking with your Resilient (CON) feat to make your concentration virtually unbreakable. At Level 20, Divine Intervention becomes guaranteed. The Orc Cleric is now a walking bastion of divine magic; you can use Adrenaline Rush to gain 6 temporary hit points (equal to your proficiency bonus) every time you need to reposition your 9th-level Mass Heal to hit your entire scattered party.
Recommended Spells
Cantrips
With only 14 Strength, do not rely on melee weapons. Toll the Dead is your primary damage source, forcing a Wisdom save for 1d12 damage on injured targets. Guidance is mandatory for out-of-combat utility, and Sacred Flame provides a reliable fallback against undead with high Wisdom but low Dexterity.
Level 1-2 Spells
Healing Word is crucial, but remember it competes with your Adrenaline Rush bonus action. Bless remains mathematically phenomenal at all tiers. At level 2, Spiritual Weapon is a Cleric staple, though you must carefully juggle your bonus actions between it and Adrenaline Rush. Sanctuary is excellent to throw on yourself if you drop to 1 HP via Relentless Endurance and need to survive until your next turn.
Level 3-5 Spells
Spirit Guardians is the engine of the Orc Cleric. Your racial dash makes positioning it trivial. Revivify is a mandatory tax. At level 4, Banishment is an excellent use of your action, allowing you to remove a threat from the board while you use Adrenaline Rush to reposition safely away from melee attackers.
High-Level Spells
Heal at level 6 is your panic button when Relentless Endurance pops. At level 8, Holy Aura is a stellar defensive buff that grants your party advantage on saving throws—desperately needed to protect your own 8 Dexterity from area-of-effect spells.
Recommended Feats
Resilient (Constitution)
Take this at Level 4. Your starting Constitution is an odd 13, so this bumps it to 14, granting you extra hit points and giving you proficiency in Constitution saving throws. As an Orc Cleric relying on Spirit Guardians in the middle of the fray, you will be taking damage constantly. This feat ensures your concentration doesn't drop the moment a goblin looks at you.
Fey Touched
Take this at Level 8 to round out your 15 Wisdom to a 16. The Orc Cleric thrives on mobility, and getting Misty Step once per day for free allows you to bypass difficult terrain or a wall of meat-shields to drop your Spirit Guardians exactly where the enemy doesn't want it. Pair it with Silvery Barbs to protect your concentration.
War Caster
If you prefer to hold a shield and a magical mace (even if you rarely swing it), War Caster is invaluable. While Resilient (CON) handles the math of your saving throws, War Caster gives you advantage on them. Taking both makes losing concentration on a 4th-level Banishment almost statistically impossible for standard hits.
Gear Progression
Tier 1 (Levels 1-4)
Immediately acquire Chain Mail and a Shield to bring your AC to 18 (19 if you are a Forge Cleric). Since your Dexterity is a miserable 8, this flat AC is your only defense against incoming attack rolls. Carry a mace, but rely on Toll the Dead.
Tier 2 (Levels 5-10)
Upgrade to Splint or Plate Armor as soon as your gold allows. Seek out an Amulet of the Devout +1 to increase your spell save DC, ensuring enemies fail their saves against your Spirit Guardians. A Cloak of Protection is also highly prioritized to patch up your terrible Dexterity saving throws.
Tier 3 (Levels 11-16)
Look for Adamantine Plate Armor. Because your AC is decent but your Dexterity is low, you will get hit by attacks that manage to beat an AC of 20. Adamantine negates critical hits, preventing those massive damage spikes that would otherwise force you to burn Relentless Endurance prematurely.
Tier 4 (Levels 17-20)
An Amulet of the Devout +3 is your best-in-slot item, pushing your spell save DC to impossible heights. A Staff of Healing frees up your spell slots so you can dedicate your own magic strictly to area control and high-level offensive options, rather than burning 3rd-level slots on Mass Healing Word.
Party Composition
The Orc Cleric serves as a heavily armored anchor and skirmisher support. Because of Adrenaline Rush, you don't play like a traditional backline healer; you are constantly moving into the fray. This makes you an ideal partner for a Cavalier Fighter or Ancestral Guardian Barbarian, who can lock down the enemies that you've slowed with Spirit Guardians, creating a brutal choke point.
You also pair excellently with an Evocation Wizard. Because you will be diving into the middle of the enemy pack using your bonus action Dash, you will frequently be surrounded. An Evocation Wizard can drop a Fireball directly on top of your head, using Sculpt Spells to keep you perfectly safe while annihilating the enemies caught in your Spirit Guardians' movement debuff.
Multiclass Options
Sorcerer 1 Dip
Taking a single level of Divine Soul Sorcerer is an incredibly potent choice. It grants you access to Shield and Absorb Elements. With an 8 Dexterity, you are going to fail breath weapon saves; Absorb Elements halves that damage, saving your Relentless Endurance for later. The Shield spell can temporarily bump your Plate Armor AC to 25, making you an untouchable tank.
Fighter 2 Dip
Starting Fighter at level 1 gets you Constitution saving throw proficiency without needing the Resilient feat, plus the Defense fighting style for a flat +1 AC. Taking a second level gets you Action Surge, allowing you to cast two leveled spells in a single turn—for example, casting Spirit Guardians and then immediately hitting the same group with a 3rd-level Guiding Bolt.
Common Pitfalls
- Ignoring the Heavy Armor Requirement: With an 8 Dexterity, picking a subclass like Light or Trickery Domain will leave you with an abysmal AC. You must pick a Heavy Armor domain (Forge, Life, Twilight, Tempest, Nature, War).
- Bonus Action Clashing: Players often cast Spiritual Weapon and then try to use Adrenaline Rush. Both cost a bonus action. You must choose between doing extra damage with the weapon or repositioning with temporary HP.
- Attacking with Weapons: Your 14 Strength is strictly to meet the minimum requirement for heavy armor without a speed penalty. Do not waste your action swinging a mace; Toll the Dead will always deal more damage.
- Forgetting Concentration Mechanics on 1 HP: Relentless Endurance triggers when you are reduced to 0 HP but not killed outright. You still take the damage, meaning you must still roll a Constitution saving throw for your concentration spell based on the damage taken.
More Questions
Can I use Adrenaline Rush to escape melee without taking opportunity attacks?
Does Relentless Endurance stop a massive damage instant-death effect?
Why take Forge Domain specifically for this Orc build?
How does Darkvision benefit a Cleric?
Strengths & Weaknesses
Strengths
- ♦ Darkvision for dungeon exploration
- ♦ Versatile spellcasting options
Weaknesses
- ♦ Low Dexterity means poor initiative and AC
- ♦ May require careful feat selection to optimize
Pro Tips
Use Adrenaline Rush on turn one to position Spirit Guardians, then cast Spiritual Weapon on turn two.
Rely on Toll the Dead instead of melee attacks; your 14 Strength won't scale well.
Relentless Endurance triggers before you fall unconscious, giving you a chance to keep concentration.
Cast Sanctuary on yourself immediately if Relentless Endurance triggers and you lack healing slots.
Take Resilient (Constitution) at level 4 to fix your odd 13 CON and protect your concentration.
Related Builds
Other Orc Builds
Frequently Asked Questions
Is Orc a good race for Cleric?
What stats should a Orc Cleric prioritize?
What party role does this build fill?
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