Orc Wizard Build Guide
Combine the Orc's Relentless Endurance with War Magic's Arcane Deflection to create a Wizard that flat-out refuses to die when the frontline crumbles.
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Top Subclass Picks for Orc Wizard
The subclass you pick at level 3 defines the rest of your character. Here are the top picks for this build:
Abjurer
DefenderBest for tanking and protecting the party.
Read full guide →Diviner
ControllerBest for crowd control and tactical battlefield play.
Read full guide →Evoker
BlasterBest for AoE damage and ranged spell power.
Read full guide →Illusionist
ControllerBest for crowd control and tactical battlefield play.
Read full guide →Why Orc Wizard?
An Orc Wizard earns a meager 3/10 synergy rating on paper, primarily because the Orc's racial traits lean heavily toward martial combat. However, if you look past the raw damage numbers, the Orc chassis offers incredible survivability tools that solve the Wizard's biggest weakness: being a squishy d6 Hit Die target.
Adrenaline Rush allows you to Dash as a bonus action while granting temporary hit points. For a Wizard, this means you can reposition out of melee range without wasting your action on Disengage, cast a debilitating Web or Hypnotic Pattern, and gain a buffer of temporary HP all in the same turn. When that buffer fails, Relentless Endurance acts as a built-in, slot-free Death Ward, keeping your vital concentration spells active when a stray critical hit drops you to 1 HP instead of 0.
To maximize this combination, you must play a War Magic Wizard. The subclass's Arcane Deflection and Tactical Wit features stack beautifully with the Orc's racial resilience. You aren't playing a traditional backline artillery mage; you are playing an aggressive, repositioning controller who thrives in the chaos of the mid-line, dictating the battlefield while laughing off hits that would instantly crush a lesser Elf or Human Wizard.
Recommended Ability Scores
Orc Traits That Benefit Wizard
Adrenaline Rush
Bonus action Dash with temp HP gives the Wizard both mobility and survivability.
Relentless Endurance
Dropping to 1 HP instead of 0 once per rest is a powerful survival tool for frontline Wizards.
Darkvision
Orc Darkvision helps Wizards scout ahead and fight in darkness without needing a torch.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 32 | 3.9 | 7.8 |
| Level 11 | 68 | 3.58 | 10.18 |
| Level 17 | 104 | 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 with INT 15, CON 14, and DEX 13. At level 2, immediately select the War Magic arcane tradition. Tactical Wit gives you an initiative boost based on your Intelligence modifier, ensuring you can drop control spells before enemies spread out. At level 4, take the Fey Touched feat to bump your INT to 16. Select Gift of Alacrity as your 1st-level spell; stacked with Tactical Wit, your Orc will consistently act first in combat. Rely on Adrenaline Rush if an enemy closes the gap, allowing you to reposition and cast Shatter or Web.
Levels 5-10
Level 5 brings 3rd-level spells. Hypnotic Pattern and Slow are your bread and butter. At level 6, War Magic grants Power Surge, which is mathematically underwhelming but provides a tiny damage bump to your Fireball. At level 8, use your ASI to push Intelligence to 18, raising your spell save DC to 16. Level 10 is where this build shines: Durable Magic gives you a passive +2 to AC and all saving throws while concentrating. Between this, Arcane Deflection's +4 to saves, and Relentless Endurance, your concentration on Wall of Force is nearly unbreakable.
Levels 11-16
At level 12, max your Intelligence to 20. Your spell save DC is now 18, making your 6th-level Mass Suggestion devastating. At level 14, Deflecting Shroud punishes enemies who trigger your Arcane Deflection by dealing force damage to up to three targets within 60 feet. This pairs excellently with Adrenaline Rush; you can actively position yourself in the mid-line, bait attacks, deflect them, and deal guaranteed damage while maintaining concentration on high-tier spells like Forcecage. At level 16, take Resilient (Constitution) to bump your CON score and gain proficiency in Constitution saving throws.
Levels 17-20
Level 17 unlocks 9th-level spells. Wish is mandatory, giving you unparalleled versatility. Foresight is another excellent choice, granting advantage on all your attacks, saves, and ability checks while imposing disadvantage on incoming attacks. At level 18, choose Shield and Misty Step for Spell Mastery. While Adrenaline Rush provides a bonus action dash, having a free Misty Step allows you to teleport out of grapples or restraints that Adrenaline Rush can't break. At level 20, select Counterspell and Fireball for your Signature Spells.
Recommended Spells
Cantrips
Take Mind Sliver to penalize enemy saving throws by 1d4 before you unleash a major control spell. Fire Bolt is your reliable 120-foot damage option. Grab Minor Illusion for utility and creating instant cover to block line of sight.
Level 1-2 Spells
Shield and Absorb Elements are non-negotiable for keeping your Orc alive. Web is your premier 2nd-level control spell; drop it on a chokepoint and use Adrenaline Rush to back away. Silvery Barbs is excellent for forcing a reroll on an enemy that passes your spell save.
Level 3-5 Spells
Take Hypnotic Pattern to shut down encounters early, leveraging your Tactical Wit initiative bonus. Counterspell is vital; War Magic's Power Surge triggers when you successfully counter a spell. At 5th level, Wall of Force is the ultimate battlefield divider, and your Durable Magic feature will give you +2 AC while concentrating on it.
High-Level Spells
Forcecage (7th level) requires no concentration and traps enemies permanently. Maze (8th level) relies on an Intelligence check to escape, effectively removing low-INT monsters from the fight entirely. Wish (9th level) allows you to duplicate any 8th-level or lower spell from any class list, giving you unmatched late-game flexibility.
Recommended Feats
Fey Touched
Take this at level 4. Bumping your INT from 15 to 16 increases your spell save DC and your Tactical Wit initiative bonus. Choosing Gift of Alacrity further boosts your initiative by 1d8, practically guaranteeing you act before the monsters to cast a devastating area-of-effect spell.
Resilient (Constitution)
Take this at level 16. Proficiency in Constitution saving throws is critical for maintaining concentration on 8th and 9th level spells. Combined with War Magic's Arcane Deflection (+4 to saves) and Durable Magic (+2 while concentrating), you will rarely lose a spell to taking damage.
Alert
If you prefer going first over anything else, take Alert at level 19. A flat +5 to initiative combined with Tactical Wit (+5 from 20 INT) means you will have a +10 to initiative rolls. Winning initiative as a Controller Wizard is the most important tactical advantage you can have.
Gear Progression
Tier 1 (Levels 1-4)
Prioritize finding a Cloak of Protection or Ring of Protection. Since you lack armor proficiencies, you need every passive AC boost you can find. Carry an Arcane Focus and stock up on component pouches in case you are disarmed.
Tier 2 (Levels 5-10)
Acquire a Wand of the War Mage +1 or +2 to bypass half cover and boost your spell attack rolls. Elven Chain is a massive upgrade if your DM provides it, granting you medium armor protection (14 + up to 2 from DEX) without requiring the actual proficiency, fixing your AC deficit.
Tier 3 (Levels 11-16)
Seek out a Staff of Power. The +2 bonus to AC and saving throws stacks ridiculously well with Durable Magic and Arcane Deflection. Its spell list also preserves your high-level slots, allowing you to cast Wall of Force using the staff's charges.
Tier 4 (Levels 17-20)
The Robe of the Archmagi is your ultimate goal. It sets your base AC to 15 + DEX modifier, grants advantage on saving throws against spells, and increases your spell save DC by 2. Combined with your Orc resilience and War Magic features, you become an immovable magical force.
Party Composition
This Orc War Wizard thrives as the primary Controller in a party that features at least one heavy melee striker. A Barbarian or Paladin pairs perfectly with you; you win initiative with Tactical Wit, cast Web or Slow to debilitate the enemy forces, and the martial characters clean up the restrained or slowed targets with advantage on their attacks.
You also benefit immensely from an Oath of the Watchers Paladin or an Oath of Devotion Paladin. Their Aura of Protection stacks with your Arcane Deflection and Durable Magic. If you stand within a Paladin's aura while concentrating on a spell, your saving throws become mathematically impossible for most monsters to overcome, ensuring your control spells stay active until the fight ends.
Multiclass Options
Artificer 1 Dip
Starting your first level in Artificer before taking 19 levels of Wizard is highly optimal. It gives you proficiency in medium armor, shields, and Constitution saving throws right out of the gate. Your Orc Wizard will sit comfortably at 19 AC (Half-Plate + Shield) before casting the Shield spell, drastically reducing the need to rely on Relentless Endurance.
Fighter 2 Dip
Taking two levels of Fighter gives you Action Surge. The ability to cast two leveled spells in a single turn—such as dropping a Forcecage and immediately following up with a Sickening Radiance—is a game-ending combination. You also gain armor proficiencies and the Defense fighting style for a flat +1 to AC.
Common Pitfalls
- Forgetting Adrenaline Rush exists: Many Wizards waste 2nd-level slots on Misty Step just to move 30 feet away from a melee attacker. Use your Orc bonus action dash first; you get temp HP and save a spell slot.
- Wasting Relentless Endurance on multi-attacks: If a dragon hits you with three attacks, Relentless Endurance only prevents you from dropping to 0 on one of them. If the second attack drops you to 1 HP, the third attack will still knock you unconscious. Use Shield to avoid the hits entirely.
- Ignoring Intelligence for Constitution: Don't get overly focused on making your Orc a tank. You are still a Wizard. If your spell save DC is too low because you didn't maximize INT to 20, enemies will just pass their saves against your Hypnotic Pattern.
- Casting leveled spells after Arcane Deflection: Arcane Deflection restricts you to casting only cantrips on your next turn. Do not use your reaction to deflect an attack if you absolutely must cast Wall of Force on your next turn.
More Questions
How does Tactical Wit interact with Gift of Alacrity?
Can I use Arcane Deflection and the Shield spell on the same turn?
Does Durable Magic apply to Adrenaline Rush's temp HP?
Is Power Surge worth building around?
Strengths & Weaknesses
Strengths
- ♦ Darkvision for dungeon exploration
- ♦ Versatile spellcasting options
Weaknesses
- ♦ Low hit points — vulnerable in melee
- ♦ May require careful feat selection to optimize
Pro Tips
Use Adrenaline Rush's bonus action Dash to kite enemies through your own Web spell.
Save Arcane Deflection primarily for failing crucial saving throws, relying on the Shield spell for AC boosts.
Take Fey Touched to bump your INT to 16 at level 4 and secure Gift of Alacrity.
Relentless Endurance keeps your Wall of Force active even if a trap drops you to 1 HP.
Durable Magic combined with a Staff of Power gives you a passive +4 to saves while concentrating.
Related Builds
Other Orc Builds
Frequently Asked Questions
Is Orc a good race for Wizard?
What stats should a Orc Wizard prioritize?
What party role does this build fill?
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