Are Orcs in the Monster Manual? No and Yes.

D&D has abandoned orc-specific statblocks in favor of more general NPC statblocks.
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The culture war surrounding orcs in Dungeons & Dragons continues with the release of the 2025 Monster Manual. Review copies of the Monster Manual are out in the wild, with many sites, EN World included, are giving their thoughts about the final core rulebook for the revised Fifth Edition ruleset. But while most commentators are discussing whether or not the monsters in the new Monster Manual hit harder than their 2014 equivalent, a growing number of commentators (mostly on Elon Musk's Twitter, but other places as well) are decrying the abolishment of orcs in the new rulebook.

Several months ago, would-be culture warriors complained about the depiction of orcs in the new Player's Handbook. Instead of depicting orcs as bloodthirsty marauders or creatures of evils, orcs (or more specifically, playable orcs) were depicted as a traveling species given endurance, determination, and the ability by their god Gruumsh to see in the darkness to help them "wander great plains, vast caverns, and churning seas." Keep in mind that one of the core facets of Dungeons & Dragons is that every game is defined by its players rather than an official canon, but some people were upset or annoyed about the shift in how a fictional species of humanoids were portrayed in two paragraphs of text and a piece of art in a 250+ page rulebook.

With the pending release of the Monster Manual, the orc is back in the spotlight once again. This time, it's because orcs no longer have statblocks in the Monster Manual. While the 2014 Monster Manual had a section detailing orc culture and three statblocks for various kinds of orcs, all specific mention of orcs have indeed been removed from the Monster Manual. The orcs are not the only creature to receive this treatment - drow are no longer in the Monster Manual, nor are duergar.

However, much of this is due to a deliberate design choice, meant not to sanitize Dungeons & Dragons from evil sentient species, but rather to add some versatility to a DM's toolbox. Orcs (and drow) are now covered under the expanded set of generic NPC statblocks in the Monster Manual. Instead of players being limited to only three Orc-specific statblocks (the Orc, the Orc War Chief and the Orc Eye of Gruumsh), DMs can use any of the 45 Humanoid statblocks in the book. Campaigns can now feature orc assassins, orc cultists, orc gladiators, or orc warriors instead of leaning on a handful of stats that lean into specific D&D lore.

Personally, I generally like that the D&D design ethos is leaning away from highly specific statblocks to more generalized ones. Why wouldn't an orc be an assassin or a pirate? Why should orcs (or any other species chosen to be adversaries in a D&D campaign) be limited to a handful of low CR statblocks? The design shift allows DMs more versatility, not less.

However, I do think that the D&D design team would do well to eventually provide some modularity to these generic statblocks, allowing DMs to "overlay" certain species-specific abilities over these NPC statblocks. Abilities like darkvision for orcs or the ability to cast darkness for drow or a fiendish rebuke for tieflings would be an easy way to separate the generic human assassin from the orc without impacting a statblock's CR.

As for the wider controversy surrounding orcs in D&D, the game and its lore is evolving over time, just as it has over the past 50 years. There's still a place for evil orcs, but they no longer need to be universally (or multiversally) evil within the context of the game. The idea that D&D's rulebooks must depict anything but the rules themselves a specific way is antithetical to the mutability of Dungeons & Dragons, which is supposed to be one of the game's biggest strengths.
 

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Christian Hoffer

Christian Hoffer

Place ≈ culture
Occupation ≈ culture
"formative" years ≈ culture

Nope.

Perhaps if you went with.

Place (not a thing of note in 5.5) + Occupation (Background, thats a thing!) + 'Formative Years' (not a thing of note in 5.5) + Language (kind of a vestige thing) + well...some kind of actual Culture rules?

Then perhaps we could say all of that ~= Culture.

As it is?

Its Background, and the minor vestigial Languages.

Culture doesnt exist in the core rules, but you are free to make it up.
 

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Yes there is, its a job description, an occupation prior to becoming an adventurer.

Its right there in the text.
Yup, same as in Level Up, which additionally adds the culture metric for more (and very welcome IMO) granularity.
 

Perhaps if you went with.

Place (not a thing of note in 5.5) + Occupation (Background, thats a thing!) + 'Formative Years' (not a thing of note in 5.5) + Language (kind of a vestige thing) + well...some kind of actual Culture rules?

Then perhaps we could say all of that ~= Culture.

As it is?

Its Background, and the minor vestigial Languages.

Culture doesnt exist in the core rules, but you are free to make it up.
As I say often, details about specific cultures = setting.

So to some degree, core rules for background must defer to the setting that the DM and players choose to use.

Nevertheless, background directs players to find places and institutions and cultural acquisition while growing up within somewhere in the chosen setting.
 




Uh no?

Level Up is an additional or replacement rule set.

It's not a setting at all.
Level Up is a world setting, with many specific cultures in detail.

Settings can do things like add player character options, such as extra feat at level 1 or whatever makes sense for the themes of the setting.
 

Level Up is a world setting, with many specific cultures in detail.

Settings can do things like add player character options, such as extra feat at level 1 or whatever makes sense for the themes of the setting.

No, the publisher provides other settings, its called out within the first several pages of the players guide, but LU itself is not a setting, or a world.

It is a rule set which provides additional "Rules Containers" such as Culture, to go with the baseline 5e, and now 5.5 "Rules Containers" such as Background, which is ones prior Occupation.
 

@Scribe

With regard to what a setting can look like, it is possible to write Dark Sun as a stand alone product, repeating combat rules and giving extremely specific subclasses as the only player options. Maybe add a new class.

It would still be a 5.5 or 5.0 setting.
 

@Scribe

With regard to what a setting can look like, it is possible to write Dark Sun as a stand alone product, repeating combat rules and giving extremely specific subclasses as the only player options. Maybe add a new class.

It would still be a 5.5 or 5.0 setting.

Sure, you can provide the Setting information, in addition to the Rules, as a complete stand alone.

Level Up doesnt provide Setting Information. It provides Rules.
Setting Books, often provide supplemental (as they are Supplements) material, and some rules, while leaving the Core Rules as the well...core.

5.5 is attempting to be setting agnostic. That is why there is no culture. Its why the MM is providing minimal lore. Its why they didnt define various statblocks which may have more setting detail baked in.

5.5 has no Culture, as its PURPOSE is to be as open as can be, and Culture is often setting specific.
 

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