Tribal Orcs expands the traditional orc into a full, encounter-ready hierarchy designed for 5e play. Instead of relying on a single stat block scaled up or down, this supplement provides a complete ladder of orc roles—from noncombatants and whelps to chiefs, warlords, and blood champions—each built to serve a distinct purpose at the table.
Whether you need raiders for a roadside ambush, scouts to harry the party’s flanks, disciplined warriors to hold a chokepoint, or a terrifying final boss to anchor an entire adventure, Tribal Orcs gives you clear, mechanically sound options at every tier of play. Cultural assumptions are intentionally minimal, allowing these creatures to fit seamlessly into any setting, tone, or campaign. Use them as organized enemies, regional threats, or the backbone of a prolonged conflict—the structure is provided, the story is yours.
Orc Child (CR 0): Noncombatant youth. Used to establish stakes, consequences, or protected groups.
Orc Commoner (CR 0): Untrained adult orcs. Laborers, camp followers, or civilians with minimal combat capability.
Orc Whelp (CR 1/8)): Adolescent orcs beginning martial training. Reckless, lightly armed, and dangerous in numbers.
Orc Worker (CR 1/4): Able-bodied orcs accustomed to hard labor. They can defend themselves but lack formal combat training.
Orc Warrior (CR 1/2): Trained fighters equipped with standard weapons and shields. Core troops of any warband.
Orc Raider (CR 1): Aggressive skirmishers used for ambushes, hit-and-run attacks, and disruption of enemy forces.
Orc Scout (CR 2): Mobile reconnaissance units skilled at tracking, flanking, and setting up favorable engagements.
Orc Brute (CR 3): Heavily built shock troops that rely on strength and resilience to break enemy lines.
Orc Berserker (CR 4): Frenzied combatants who abandon defense for overwhelming offense and relentless pressure.
Orc Shaman (CR 5): Spiritual leaders who support allies and shape the battlefield through magic and rituals.
Orc Hero (CR 6): Veteran champions whose personal prowess makes them decisive figures in mid-tier encounters.
Orc High Shaman (CR 7): Powerful ritual leaders capable of influencing entire encounters through spiritual authority.
Orc Chief (CR 8): ribal leaders who command and coordinate other orcs, excelling when supported by allies.
Orc Warmaster (CR 9): Strategic battlefield commanders who control positioning, timing, and coordinated attacks.
Orc Warlord (CR 10): Apex military leaders whose presence can decide the outcome of large-scale conflicts.
Orc Blood Champion (CR 12): Singular, near mythic combatants focused on personal dominance.
Gor Razgul, maps of a Tribal Orc camp.
Orc Tavern, maps of Orc meeting place.
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