Rules edition: This build uses the Half-Orc from the 2014 rules with the 2014 Monk. It covers the original Half-Orc ability increases and Monk features; the 2024 character rules handle ability increases differently. If your table uses this older species option with 2024 rules, apply the 2024 character-creation guidance and confirm any conversion choices with your DM.
A Half-Orc Monk can work well without turning Strength into the character’s main attack stat. The 2014 Half-Orc’s Relentless Endurance adds a once-per-long-rest survival option, while the Monk’s Dexterity and Wisdom support its attacks and unarmored defense. Strength can help with Athletics, but it is not required for the Monk to use its core features.
Set Ability Scores for the 2014 Rules
Under the 2014 Half-Orc traits, Strength increases by 2 and Constitution by 1. A Monk generally prioritizes Dexterity for attacks and Armor Class, then Wisdom for Armor Class and the saving throw DC of features such as Stunning Strike. Constitution is useful for hit points. A legal standard-array example before the Half-Orc increases is Strength 12, Dexterity 15, Constitution 13, Intelligence 10, Wisdom 14, and Charisma 8. After the increases, it becomes Strength 14, Dexterity 15, Constitution 14, Intelligence 10, Wisdom 14, and Charisma 8.
The original bonuses favor Strength and Constitution rather than the Monk’s usual priorities, but they do not prevent a Dexterity-based build. If your group uses the optional origin-customization rules from Tasha’s Cauldron of Everything, you can move the older species’ ability increases to better support Dexterity and Wisdom. That is a separate 2014 option; when creating a character with the 2024 rules, use the ability increases provided by the background instead.
In the 2014 class, Unarmored Defense sets your AC to 10 + your Dexterity modifier + your Wisdom modifier while you wear no armor and wield no shield. Martial Arts lets you use Dexterity instead of Strength for unarmed strikes and Monk weapons, and it gives you a bonus-action unarmed strike after taking the Attack action with one of them. Strength-based attacks remain possible, but investing in Dexterity usually supports more of the build at once.
Know What the Half-Orc Traits Actually Do
Relentless Endurance lets you drop to 1 hit point when damage would reduce you to 0, provided you are not killed outright. You can use it once before finishing a long rest. It can keep you conscious through a dangerous hit, but it does not make you invulnerable or prevent later damage from dropping you again.
Savage Attacks adds one of a weapon’s damage dice when you score a critical hit with a melee weapon attack. An unarmed strike is a melee weapon attack for some rules, but it is not a weapon and has no weapon damage die for this trait; do not count on Savage Attacks adding a die to an unarmed critical hit. A Monk who uses an actual monk weapon on a critical hit can apply the trait as written.
The 2014 Half-Orc also has 60-foot darkvision and Menacing, which grants proficiency in Intimidation. These traits can help outside a damage-focused build. Your character’s personality and relationship to their heritage are yours to decide; the rules do not require an aggressive temperament or a particular upbringing.
Choose a Monastic Tradition
The Way of the Open Hand is a straightforward choice from the 2014 Monk options. Its Flurry of Blows techniques add control choices, including knocking a target prone, pushing it, or preventing its reactions when it fails the relevant save. Those effects can help a mobile character protect allies or change enemy positioning; they do not guarantee a successful stun or make every target vulnerable.
The Way of the Kensei from Xanathar’s Guide to Everything suits a Monk who wants a particular weapon to be central to the character. Kensei weapons can become Monk weapons, so Martial Arts features apply while you use them. That gives the Half-Orc a clear way to pair weapon attacks with Savage Attacks. Choose a weapon that fits the campaign and the Kensei features you plan to use; the subclass does not turn every weapon into a Monk weapon.
Plan Movement, Attacks, and Feats
At Monk level 2, Unarmored Movement increases your speed by 10 feet while you meet its armor and shield conditions. Later class levels increase that bonus. It comes from the Monk class, not from the Half-Orc species. At level 5, Extra Attack and Stunning Strike become available; Flurry of Blows can spend ki for two bonus-action unarmed strikes after the Attack action. Track ki carefully and use Stunning Strike against targets where its Constitution save is a reasonable bet.
Ability Score Improvements are often valuable before feats because Dexterity and Wisdom support several Monk features. If you choose a feat under the 2014 rules, Mobile adds speed and can prevent opportunity attacks from creatures you have made a melee attack against that turn. Orcish Fury from Xanathar’s Guide to Everything can increase Strength or Constitution and offers a limited-use damage option. Neither feat is required, and feat access depends on the rules and options your table uses. The 2014 feat Squat Nimbleness is not available to a Medium Half-Orc because its prerequisite requires a Dwarf or a Small race.
Make the Character Yours
A Half-Orc Monk might have found discipline in a monastery, military unit, traveling school, or family tradition. The combination does not require a story about suppressing violence or proving the character’s worth. Decide what drew them to training, what their community means to them, and how they use their skills when conflict begins. Those choices can make the build memorable without treating ancestry as destiny.
For general class features, see the Monk guide.