Orc Paladin Build Guide

Orc Paladin Build Guide

An Orc Paladin leverages Adrenaline Rush to close gaps instantly, turning a standard frontline defender into an inescapable Divine Smite delivery system.

5/10 Synergy Defender Role Medium Difficulty
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Top Subclass Picks for Orc Paladin

The subclass you pick at level 3 defines the rest of your character. Here are the top picks for this build:

Why Orc Paladin?

Playing an Orc Paladin addresses the core weakness of the Paladin class: mobility. Paladins notoriously lack movement options outside of Find Steed, but the Orc's Adrenaline Rush allows you to Dash as a bonus action while padding your hit points with a handful of temporary HP. This means you aren't wasting your action to close the distance against ranged attackers; you're sprinting into melee and unleashing a Divine Smite on turn one.

With a synergy rating of 5/10, this combination isn't game-breaking, but it creates an incredibly resilient, sticky defender. The Orc's Relentless Endurance is a godsend for a frontline tank. When the dragon's breath weapon finally takes you down, dropping to 1 HP instead of 0 allows you to immediately cast Cure Wounds or use Lay on Hands on your next turn, completely bypassing the death save spiral.

You are heavily incentivized to play aggressively. Because Adrenaline Rush competes with other bonus actions (like Shield of Faith or Polearm Master strikes), you need to position yourself smartly. Lean into the Oath of Vengeance or Oath of Conquest; both subclasses thrive when you can guarantee you're standing right next to the enemy caster, glaring at them with your Orcish Darkvision.

Recommended Ability Scores

Strength
15(+2)
Dexterity
10(+0)
Constitution
13(+1)
Intelligence
8(-1)
Wisdom
12(+1)
Charisma
14(+2)
HP (Lv1)
11
AC
10
Initiative
+0
Passive Per.
11
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Orc Traits That Benefit Paladin

Relentless Endurance

Dropping to 1 HP instead of 0 once per rest is a powerful survival tool for frontline Paladins.

Adrenaline Rush

Bonus action Dash with temp HP gives the Paladin both mobility and survivability.

Darkvision

Orc Darkvision helps Paladins scout ahead and fight in darkness without needing a torch.

Combat Effectiveness

Level HP Melee DPR Spell DPR
Level 5 39 7.8 0
Level 11 81 7.15 0
Level 17 123 7.15 0

DPR = Damage Per Round (average, assuming standard combat conditions).

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Build Path (Levels 1-20)

Levels 1-4

Start with a 15 in Strength and 14 in Charisma. At level 2, you must make a choice on your Fighting Style. Since your Orc traits don't provide a ranged attack, take Blessed Warrior to grab cleric cantrips, completely solving your ranged damage gap. At level 3, swear the Oath of Vengeance. Vow of Enmity gives you advantage against a single target, ensuring your weapon attacks land so you can pump those 1st-level spell slots into Divine Smite. At level 4, take your first Ability Score Improvement (ASI) to bump Strength to 16 and Constitution to 14, rounding out your odd starting stats.

Levels 5-10

Level 5 is a massive power spike. You gain Extra Attack and 2nd-level spells, unlocking Find Steed. Between your summoned warhorse and Adrenaline Rush, no enemy is safe from your reach. Level 6 brings Aura of Protection. With a 14 Charisma, giving yourself and nearby allies a permanent +2 to all saving throws is mandatory for surviving mid-tier spells like Fireball. At level 8, take the Polearm Master feat. Wielding a spear and a shield, you now have a consistent bonus action attack when you don't need to use Adrenaline Rush, maximizing your chances to crit and Smite.

Levels 11-16

Level 11 grants Improved Divine Smite, adding a free 1d8 radiant damage to every hit. Because you took Polearm Master at level 8, you are triggering this extra 1d8 three times a turn. At level 12, max out your Strength to 18 to keep your attack bonus competitive against rising enemy ACs. Level 15 grants Soul of Vengeance, allowing you to make an opportunity attack when your Vow of Enmity target makes an attack. Combined with your Orc stickiness, they cannot escape you. At level 16, bump Charisma to 16 to scale your Aura of Protection up to +3.

Levels 17-20

At level 17, you unlock 5th-level Paladin spells. Banishing Smite and Destructive Wave are your premier choices here. Destructive Wave allows you to run into the middle of a horde using Adrenaline Rush and blast them for 10d6 damage while knocking them prone, leaving your allies untouched. Level 19 is your final ASI; push Strength to 20. At level 20, the Vengeance capstone Avenging Angel gives you a flying speed and an aura of fear, cementing your role as an inescapable, terrifying Orcish crusader.

Recommended Spells

Cantrips

Take the Blessed Warrior fighting style at level 2. Choose Toll the Dead to give yourself a reliable 60-foot ranged damage option when enemies are out of your Adrenaline Rush range. Take Guidance to assist your party during exploration, as Paladins lack native skill-boosting utility.

Level 1-2 Spells

At level 1, prepare Bless and Shield of Faith. Bless mathematically boosts your entire party's DPR and saving throws. At level 2, Find Steed is mandatory to summon a warhorse, and Aid is a stellar proactive buff that increases max HP, stacking beautifully with the temporary HP from your Orcish Adrenaline Rush.

Level 3-5 Spells

For 3rd-level spells, Aura of Vitality provides incredible out-of-combat healing (20d6 total). At 4th-level, Find Greater Steed upgrades your mount to a Griffon or Pegasus, giving you a flying speed. Aura of Purity is a lifesaver against condition-heavy enemies.

High-Level Spells

Paladins cap at 5th-level spells. You want Destructive Wave for massive AoE damage that selectively ignores your allies, and Banishing Smite to deal an extra 5d10 force damage and potentially instantly remove a target with 50 HP or less from the fight.

Recommended Feats

Polearm Master

Take this at level 8. Equipping a spear and a shield allows you to attack twice with your action and once with your bonus action using the spear's butt. This means three chances per turn to trigger Improved Divine Smite at level 11, and three chances to roll a critical hit to dump a massive Divine Smite into the enemy.

Sentinel

Consider this at level 12 if your party desperately needs you to lock down enemies. When an enemy tries to move away from you to attack your squishy Wizard, Sentinel reduces their speed to 0. Since Orcs already excel at getting into the enemy's face, Sentinel ensures the enemy stays there.

Inspiring Leader

If you prefer a supportive role, take this at level 12 or 16. With a +2 or +3 Charisma modifier, you can hand out a massive pool of temporary hit points to your entire party after every short or long rest. Note that this won't stack with the self-only temp HP from your Adrenaline Rush, so use it to buff your allies primarily.

Gear Progression

Tier 1 (Levels 1-4)

Start with Chain Mail, a Shield, and a Spear. This loadout gives you a base AC of 18, making you highly resilient early on. Carry a few javelins just in case, but rely on your Blessed Warrior cantrips for ranged encounters.

Tier 2 (Levels 5-10)

Upgrade to Splint Armor and then Plate Armor as soon as you can afford the 1,500 gp. Seek out a +1 Spear to bypass non-magical bludgeoning/piercing/slashing resistance. A Cloak of Protection is a fantastic attunement item here, stacking with your Aura of Protection to make your saving throws nearly unbeatable.

Tier 3 (Levels 11-16)

Aim for a Belt of Hill Giant Strength. Setting your Strength to 21 frees up your ASIs to focus purely on Charisma for better spell DCs and a stronger Aura of Protection. An Amulet of Health is also excellent to boost your Constitution to 19, increasing your max HP to make your Relentless Endurance trait even more impactful.

Tier 4 (Levels 17-20)

The ultimate goal is a Holy Avenger (in spear or longsword form, depending on your feats). It provides a +3 bonus to attack and damage, an extra 2d10 radiant damage against fiends/undead, and an aura that grants advantage on saving throws against spells. Pair this with a Belt of Fire Giant Strength to hit a 25 Strength score.

Party Composition

This Orc Paladin build acts as the primary Defender and burst-damage striker. Because you are tying up the most dangerous enemy on the field using Adrenaline Rush and Vow of Enmity, you pair perfectly with a Rogue (like an Arcane Trickster or Swashbuckler) who needs a reliable frontline ally to enable their Sneak Attack.

You also heavily rely on a dedicated control caster, such as a Clockwork Soul Sorcerer or a Divination Wizard. While your single-target damage is astronomical via Divine Smite, you lack crowd control. A Wizard casting Hypnotic Pattern or Web keeps the minions at bay while you isolate and butcher the boss. Additionally, if the Sorcerer casts Haste on you, your movement speed doubles, making your Orc bonus action Dash completely overwhelming.

Multiclass Options

Divine Soul Sorcerer 1-4

Taking a dip into Divine Soul Sorcerer is incredibly potent. Just one level gives you access to the Shield and Absorb Elements spells, bumping your effective AC to 25 when attacked. You also gain Favored by the Gods, letting you add 2d4 to a failed saving throw. Taking it to level 4 gives you quickened metamagic and 2nd-level spell slots purely to fuel your Divine Smites.

Hexblade Warlock 1-2

The classic "Hexadin" dip works well here if you are willing to abandon Strength scaling. A 1-level dip lets you attack with Charisma, meaning you can leave Strength at 15 (just enough for Plate Armor) and max out Charisma immediately. This maximizes your Aura of Protection while keeping your melee attacks deadly. You also gain Hexblade's Curse, which expands your crit range to 19-20, making those critical Divine Smites happen twice as often.

Common Pitfalls

  • Wasting Adrenaline Rush: Don't use your Orc bonus action Dash if you are already within 30 feet of the enemy. Save your bonus action for a Polearm Master attack, Shield of Faith, or Vow of Enmity.
  • Forgetting Relentless Endurance timing: Relentless Endurance triggers when you drop to 0 HP, but it does NOT prevent overkill damage that would instantly kill you (taking damage equal to your max HP). Play aggressively, but don't facetank a meteor swarm at 5 HP.
  • Smiting on basic hits early: Paladins have very few spell slots. Don't blow your 2nd-level spell slots on basic attacks against goblins. Save your Divine Smites for critical hits (doubling the smite dice) or for the boss monster.
  • Ignoring Charisma: It's tempting to only bump Strength, but your Aura of Protection at level 6 is the strongest defensive feature in the game. Leaving Charisma at 14 forever is a mistake; try to get it to 16 by Tier 3.

More Questions

Do the temporary hit points from Adrenaline Rush stack with the Aid spell?
Yes. The Aid spell increases your actual maximum hit points, whereas Adrenaline Rush provides temporary hit points. Because they are different mechanics, you can benefit from both simultaneously, making your Orc incredibly tanky.
Should I use a greatsword or a spear and shield?
A spear and shield is mathematically superior for this build. Paired with the Dueling fighting style and the Polearm Master feat, you retain a high AC of 20 (with Plate) while still getting three attacks per turn to fish for Divine Smite criticals.
Does Relentless Endurance work against Power Word Kill?
No. Relentless Endurance explicitly states it works when you drop to 0 hit points. Power Word Kill simply causes you to die instantly if you have fewer than 100 hit points, bypassing the 0 HP trigger entirely.
Why take the Blessed Warrior fighting style?
Orcs have no innate ranged attacks, and Paladins don't get ranged attack spells by default. Blessed Warrior gives you Cleric cantrips like Toll the Dead, allowing you to deal reliable damage when enemies are flying or positioned beyond your Adrenaline Rush dash range.

Strengths & Weaknesses

Strengths

  • High hit points for frontline durability
  • Strong species-class synergy enhances core abilities
  • Darkvision for dungeon exploration
  • Strong melee damage output
  • Divine Smite provides burst damage

Weaknesses

  • May require careful feat selection to optimize

Pro Tips

1

Use Adrenaline Rush on turn one to close the gap, then cast Vow of Enmity on turn two.

2

Save your Lay on Hands pool entirely for yourself after Relentless Endurance saves you at 1 HP.

3

Take the Blessed Warrior fighting style for Toll the Dead to solve your lack of ranged options.

4

Pair Polearm Master with Improved Divine Smite at level 11 for three radiant damage procs per turn.

5

Position yourself so your Aura of Protection covers your squishy casters before ending your movement.

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Frequently Asked Questions

Is Orc a good race for Paladin?
Yes, Orc is a solid 5/10 choice for a Paladin. While it lacks the innate spellcasting of an Elf or the free feat of a Variant Human, the Orc's Adrenaline Rush solves the Paladin's inherent lack of mobility. Furthermore, Relentless Endurance acts as an incredible safety net for a frontline Defender.
What stats should a Orc Paladin prioritize?
An Orc Paladin should prioritize Strength and Charisma. Start with STR 15, DEX 10, CON 13, INT 8, WIS 12, and CHA 14. Use your first ASI at level 4 to bump Strength to 16 and Constitution to 14, ensuring your attack rolls and hit points scale appropriately for Tier 2 play.
What party role does this build fill?
The Orc Paladin fills the Defender role. With access to spellcasting, this build offers both combat effectiveness and utility.

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