Base Class: Barbarian
You are an ogre.
Thick Skin
Weapons barely bruise you and arrows get stuck on your hard, scabby skin. Your flesh is accustomed to brutality and it serves you better than any armor. Your AC cannot go above 10. Any damage you take from a melee, ranged, or spell attack is reduced by 6 (to a minimum of 1) unless it is lightning, psychic, or it is a melee attack coming from a creature with the Incorporeal movement feature, like a ghost. This damage reduction increases by 1 every three levels as shown under the Damage Reduction column in the ogre class table
Ogre Strength
Your Strength score maximum is 24, instead of 20. In addition, your current and maximum Strength score increases by 2 at level 5, level 9, level 13, and level 17. Your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage on a hit. You have advantage on Constitution checks and Constitution saving throws
Improvised Weapons
You have the uncanny ability to smash enemies with anything you find. You can, as a bonus action, dismantle a Large-sized object (or smaller) within 5 feet of you and turn it into a usable improvised weapon. For example, you can break down a small tree into a usable club piece, unearth a rock which you can use to smash or throw, or tear a dead ogre’s arm to use as a flailing weapon. You need the necessary materials to exist around you for this ability to function, and your DM might rule that no such materials exist or that the object is too hard for you to dismantle. In addition, the damage die for improvised weapons you use increases to 1d8. This means that you can use weapons like daggers and javelins as improvised weapons in order to increase their damage dice, but you then lose any properties those weapons might possess, including any magical effect relating to hitting enemies through attacks or dealing damage through attacks. For example, javelins you use this way would no longer have the thrown (range 30/120) property and instead would use the Improvised weapon thrown range as per the PHB rules which is 20/60. Conversely, the great club would no longer have the twohanded weapon property which would allow you to wield it with one hand. As per the improvised weapons rules in the PHB, if the weapon could feasibly deal fire, cold, or any other type of magical damage, then the DM might allow the improvised weapon to do that specific type of magical damage rather than physical. You also always add your Strength modifier to the damage of your improvised weapons. Further, you can use dead Medium- or Small-sized creatures as improvised weapons. You deal additional damage with your improvised weapons as you level up in this class. Your improvised weapon damage die increases to a 1d10 at 9th level and to a 1d12 at 17th level.
Crush Area
As an action, you may target two creatures within 5 feet of each other as long as both are within melee range of you. You obliterate the area between the two creatures with a massive weapon slam. Roll the damage of your weapon as if you had successfully hit with an attack, including the Brutal Attack bonus if you have it. The target creatures must succeed on a Dexterity saving throw or take the damage. They take half damage on a success. You may use this feature once per short rest. Starting from 17th level, you can use this feature twice per short rest.
Simple Tactics
Some may call this strategy, but to you this is simply pummeling with extra steps. You have a resource called Brainpower which represents your ability to perform special combat maneuvers before you become mentally exhausted. Brainpower is represented as an amount of points equal to your Strength modifier which you can spend by using any of the abilities described below. When you use a point, it is then expended and cannot be regained until you finish a long rest.
Squash. When you hit a creature with a melee attack, you can expend one Brainpower point to attempt to knock the target down. If the target is Large (or smaller), it must make a Strength saving throw. On a failed save, you knock the target prone.
Sweep. When you hit a creature with a melee attack, you can expend one Brainpower point to attempt to drive the target back. If the target is Large (or smaller), it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Smack. When you hit a creature with a melee attack, you can spend two Brainpower points to attempt to daze the target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Snatch. Immediately after you hit a creature with a melee attack on your turn, you can expend two Brainpower points to try to grapple the target as a bonus action. Lunge. When you make a melee attack on your turn, you can expend a Brainpower point to increase your reach for that attack by 5 feet. You can regain expended Brainpower points by consuming large quantities of food. Eating two Small-sized creatures or a single Medium-sized creature (or about 100 lbs) allows you to regain one point of Brainpower. You can repeat this process until you have eaten at least 400 lbs worth of food (or a single large creature) to a maximum of four Brainpower points regained in a single day. An Ogre which expends all of its allowed Brainpower points in a day gains a point of exhaustion, as it is bombarded with killer headaches and nosebleeds. You regain all expended Brainpower points after a long rest.
Brutal Attack
Once per round and only during your turn, when you successfully deal damage to an enemy creature with a melee weapon attack; you can choose to double that damage. Damaging effects that happen as a consequence of your attack are not doubled. For example, effects that might force an enemy to make a saving throw to prevent more damage (like certain poisons) would not be subject to this damage doubling. Damaging effects that accompany your attack that only activate once per attack or once per turn are also not doubled. For example, damage from features like sneak attack or a bard’s temporary damage increase would also not be doubled.You also do not double the extra dice damage granted by a critical hit, only the regular weapon damage. Your Brutal Attacks become more powerful as you gain levels in this class. Starting from 11th level, you triple the damage rather than double it. Then at 20th level, you quadruple it instead.
Cleave
If you reduce an enemy creature to 0 hit points with a melee weapon attack, you may have a secondary creature within melee range take the remaining damage. Choose a creature within reach. There cannot be other creatures or obstacles between this creature and the original targer passing through the arc of the attack. If the original attack roll is higher than the armor class of this second creature, then apply any remaining damage to it. Starting from 14th level, provided you have enough remaining damage after your two killing blows, you can repeat the process in order to cleave into a third and potential fourth enemy creature.
Iron Grip
Your old days of snatching halflings might be done, but the training carries over. Your speed is not lowered when attempting to move while grappling creatures that are smaller than you. You have advantage on the melee weapon attacks you make against creatures grappled by you. Moreover, you have the ability to throw creatures across great distances thanks to your incredible strength. As an action, you may throw a Medium-sized creature (or smaller) grappled by you up to 10 feet in any direction. The distance at which you can throw a creature increases by an extra 5 feet for every additional level you gain in this class as shown on the Ogre table at the beginning of this chapter. The creature then either takes 1d6 points of bludgeoning damage for every 10 feet of travel distance, or takes falling damage as per the rules in the Player’s Handbook, whichever is greater.
Unmovable Fortress
It is very difficult to move you by force. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Further, when you are subjected to a damaging effect that allows you to make a Dexterity saving throw; you may reduce any damage you take from that effect by an amount equal to your Thick Skin’s damage reduction.
Dumb Luck
Your weapon attacks score a critical hit on a roll of 19 or 20.
Squeeze The Puny
You can use an action to forcibly crush a creature or object that you have currently grappled. When you do, you automatically deal an amount of bludgeoning damage equal to 3d10 + your Strength modifier. You cannot be holding any other object in your two hands for you to be able to use this feature. If you use this feature against an object you are holding, you deal double the damage.
Improvised Magic
Your improvised weapons always count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ignore Pain
You no longer go unconscious when damage from an enemy creature drops you to 0 hit points, and you can continue to take actions as if you were still standing. You still make death saving throws as normal for a character at 0 hit points, except that if you roll three death saving throw successes, then you are healed by 1 hit point. Successful attacks against you continue to give you automatic failed death saves as normal, and you die if you collect three such failed saves. Once this feature is activated, it will not activate again until you take a short rest.
cleave upgrade
cleave can now target up to 4 creatures
Extremely Dumb Luck
Your weapon attacks score a critical hit on a roll of 18-20.
Indomitable Might
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
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