Picture a creature that bears the union of two worlds, a harmonious blend of the orcish brawn and the divine grace of the gods. A Half-Orc Cleric, you see, possesses a duality that captivates the eye and challenges assumptions.
When the gods see fit to imbue a Half-Orc with the power to channel their divine energy, an extraordinary bond forms. It is as if the celestial and the savage find common ground within this captivating individual.
In battle, the Half-Orc Cleric stands tall, wielding both blade and sacred symbol with equal prowess. With the gods as their guiding light, they stride forward, clad in armor adorned with sacred symbols and emblazoned with mystical runes.
But let us not forget the indomitable spirit that resides within the Half-Orc Cleric. They may be caught between two worlds, but they’re not bound by the limitations of either.
Contents
Creating a Half-Orc Cleric
Half-Orcs
Throughout the years, humans and orcs have made many alliances, often ending in interracial marriages, birthing Half-Orcs – inheriting the best of both worlds.
Half-Orcs tend to become mighty warriors, often becoming chiefs of Orc tribes due to their human blood’s intelligence advantage and orcish strength.
Other Half-Orcs travel the world, living among humans and other civilized races to prove their worth. Many of these Half-Orcs end up as mighty adventurers, wealthy smiths, or unmatched imperial soldiers who climbed the ranks due to their barbaric fighting style.
Skin | Grayish pigment |
Hair (Including their Beard) | Orcs can grow the hair (and color) of their human counterpart, which also affects their beards |
Eyes | Ranging from dark gray to pale, almost white |
Nose | Orcish or human-like noses, depending on what physical aspects define them |
Mouth | Extended jaw showing prominent orcish teeth |
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Half-Orc Subraces
Half-Orcs don’t have subraces as they’re not as widespread as many other races. They don’t tend to band together as they see their mother races as their true families, finding comfort with them or abandoning their heritage and walking a new path.
However, there is a Variant Half-Orc bearing the Mark of Finding, a mark only given to Half-Orcs and humans.
Variant Half-Orc: Mark of Finding – Mark of Finding Half-Orcs are very wise, often living in the wilderness and knowing all of its secrets.
Some also live deep underground, either becoming chiefs to a nest of goblins or destroying them to create their own home.
Cleric Class Features
Hit Points
Hit Dice | 1d8 per Cleric level |
HP at level 1 | 8 + Constitution modifier |
HP at Higher levels | 1d8 (or 5) + Constitution modifier per Cleric level after level 1 |
Proficiencies
Armor | Light armor, Medium armor, Shields |
Weapons | All simple weapons |
Tools | None |
Saving Throws | Wisdom, Charisma |
Skills | Choose two – History, Insight, Medicine, Persuasion, and Religion |
Cleric Divine Domains
When you start the game (level 1), you choose between 14 Divine Domains, which are shaped by your chosen Deity, granting you gifts, domain spells, and other features.
Your Divine Domain also provides additional uses for your Channel Divinity.
Arcana – Clerics under the Arcana Domain are exposed to the secrets and potential of magic that their gods understand deeply.
The gods of this domain are closely associated with knowledge. Within the realms, deities like Azuth and Mystra are included, while in other worlds, figures like Vecna and the Lunitari are associated with this domain.
Death – Clerics under the Death Domain learn about the forces that initiate death as well as the negative energy that allows undead creatures to rise.
Deities such as Chemosh and Myrkul, as well as other gods like Bhaal or Hades, all embody the Death Domain.
Forge – Clerics under the Forge Domain are taught that with hard work and patience, even the hardest metals can be transformed into beautiful objects.
These Clerics often search for lost forces of darkness, uncover wondrous materials, and liberate mines overrun by ferocious orcs.
Deities of this domain include Gond, Reorx, and Moradin.
Grave – Clerics under the Grave Domain seek to destroy undead wherever they are found, ease the suffering of poor innocent creatures, and put restless spirits to rest.
These Clerics can ever save a creature from death or extend a creature’s lifespan beyond its mortal limits, though most don’t dare use such magic.
Knowledge – Clerics under the Knowledge Domain collect old tomes, delve into secret places, study esoteric lore, and learn all that they can.
Life – Clerics under the Life Domain focus on positive energy, learning spells to heal the sick and wounded, driving off the forces of undeath and death, as well as caring for those in need.
Light – Clerics under the Light Domain are seen as enlightened souls filled with the radiance and the strength of their god, destined to burn away the darkness and chase away lies.
Nature – Clerics in the Nature Domain are seen as champions who advance the interests of particular nature gods. These Clerics have a duty to bless harvests, wither the crops of those who anger the gods or fell evil monsters who despoil the forest.
Gods of nature include Silvanus, Chislev, and Balinor. There are many Druids who also serve these gods and work with Clerics to complete similar tasks.
Order – Clerics of the Order Domain understand justice and logic, serving their gods as examples of their discipline and devotion.
Peace – Clerics under the Peace Domain must oversee the signing of treaties and are often asked to settle disputes. They believe peace thrives at the heart of a healthy community and perform blessings to draw people together.
Tempest – Clerics of the Tempest Domain are sent by their deities to create fear among the common folk, doing this to keep them on the path of righteousness and also encouraging sacrifices to ward off divine wrath.
Trickery – Clerics following the Trickery Domain are seen as a disruptive force in the world – freeing captives, stealing from the rich, flouting hollow traditions, puncturing pride, and mocking tyrants, preferring subterfuge or deception to go about these deeds.
Twilight – Clerics under the Twilight Domain bring comfort to those who seek rest, protecting them by venturing into the infringing darkness to ensure that the dark is a comfort – not a terror.
War – Clerics following the War Domain excel in battle, inspiring their comrades to fight or using acts of violence to increase their morale and lust for battle.
Combining ClericWith Half-Orc
Determining Your Cleric Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
Class | Role |
Arcana Domain | Striker/Support/Utility Caster |
Death Domain | Healer/Striker/Support |
Forge Domain | Controller/Support |
Grave Domain | Healer/Support |
Knowledge Domain | Controller/Librarian/Support/Utility Caster |
Life Domain | Healer/Support |
Light Domain | Blaster/Controller/Support/Utility Caster |
Nature Domain | Blaster/Controller/Support |
Order Domain | Healer/Support/Utility Caster |
Peace Domain | Defender/Healer/Support |
Tempest Domain | Blaster/Controller/Support |
Trickery Domain | Controller/Scout/Support/Utility Caster |
Twilight Domain | Controller/Healer/Support |
War Domain | Blaster/Defender/Striker/Support |
Optimal Half-Orc Subrace
Half-Orcs have two subraces, both having a bonus to Constitution (1), while one (normal Half-Orc) has a bonus to Strength (2), and the other (Variant Half-Orc: Mark of Finding) has a bonus to Wisdom (2).
Since Clerics are mainly spellcasting supports, having Wisdom (which is the most important stat for Clerics) and extra spells from Finder’s Magic makes the Variant Half-Orc: Mark of Finding the best choice if you’re a Cleric.
You also have the Spells of the Mark feature, which gives you more spells to choose from.
Your Half-Orc Cleric Background
Your Half-Orc Cleric needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Half-Orc Cleric grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
(Short outline of characteristics; are they proud, violent, or angry, and how does their class affect their personality).
Half-Orc Cleric Examples:
- I like finding common ground between the fiercest enemies, empathizing with their situation, and always trying to work toward peace.
- I see omens in every action and event. If the gods try to speak to us, we just need to listen.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Half-Orc Cleric’s life – their conviction, ethical principle, and moral standing.
I trust my deity and that he will guide my actions. I have faith that if I put in the work, things will go well.
Bonds – Think of a single bond that your Half-Orc Cleric has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I owe everything I have to the priest who took me in when my parents perished.
Flaws – Choose a single flaw for a Half-Orc Cleric – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
At times my piety leads me to blindly trust those who profess faith in my god.
Inspiration
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
Even though I am aware Half-Orc Clerics aren’t common, I cannot forget who helped me in my time of need. I am eternally grateful to the gods, and I will stand against anyone who badmouths them.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear For Half-Orc Clerics
Clerics start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Mace or (b) Warhammer (if proficient)
- (a) Scale mail, (b) Leather armor, or (c) Chain mail (if proficient)
- (a) One light crossbow with 20 bolts or (b) Any simple weapon
- (a) Priest’s pack or (b) Any simple weapon
- A holy symbol and a shield
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Clerics).
Final Thoughts
Half-Orc Clerics are very similar to their Paladin counterpart but mainly focus on magic to support their party members.
Even though their stats aren’t the best if they want to become a Cleric, features like the Finder’s Magic and Spells of the Mark will help them on their journey.
It’s a good idea to have someone intimidating in your party, and even if it’s a Cleric, Half-Orcs are generally more intimidating than most. Just don’t let them speak too much, or else people will come to realize just how pious they really are!
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